diff options
Diffstat (limited to 'drivers/gles3/shaders/tonemap_inc.glsl')
-rw-r--r-- | drivers/gles3/shaders/tonemap_inc.glsl | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl new file mode 100644 index 0000000000..ea15c05359 --- /dev/null +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -0,0 +1,119 @@ +#ifdef USE_BCS +uniform vec3 bcs; +#endif + +#ifdef USE_COLOR_CORRECTION +#ifdef USE_1D_LUT +uniform sampler2D source_color_correction; //texunit:-1 +#else +uniform sampler3D source_color_correction; //texunit:-1 +#endif +#endif + +layout(std140) uniform TonemapData { //ubo:0 + float exposure; + float white; + int tonemapper; + int pad; +}; + +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0), color, bcs.x); + color = mix(vec3(0.5), color, bcs.y); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); + + return color; +} +#ifdef USE_COLOR_CORRECTION +#ifdef USE_1D_LUT +vec3 apply_color_correction(vec3 color) { + color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; + color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; + color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; + return color; +} +#else +vec3 apply_color_correction(vec3 color) { + return textureLod(source_color_correction, color, 0.0).rgb; +} +#endif +#endif + +vec3 tonemap_filmic(vec3 color, float p_white) { + // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers + // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values) + // has no effect on the curve's general shape or visual properties + const float exposure_bias = 2.0f; + const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance + const float B = 0.30f * exposure_bias; + const float C = 0.10f; + const float D = 0.20f; + const float E = 0.01f; + const float F = 0.30f; + + vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float p_white_tonemapped = ((p_white * (A * p_white + C * B) + D * E) / (p_white * (A * p_white + B) + D * F)) - E / F; + + return color_tonemapped / p_white_tonemapped; +} + +// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +// (MIT License). +vec3 tonemap_aces(vec3 color, float p_white) { + const float exposure_bias = 1.8f; + const float A = 0.0245786f; + const float B = 0.000090537f; + const float C = 0.983729f; + const float D = 0.432951f; + const float E = 0.238081f; + + // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` + const mat3 rgb_to_rrt = mat3( + vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), + vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), + vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); + + const mat3 odt_to_rgb = mat3( + vec3(1.60475f, -0.53108f, -0.07367f), + vec3(-0.10208f, 1.10813f, -0.00605f), + vec3(-0.00327f, -0.07276f, 1.07602f)); + + color *= rgb_to_rrt; + vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); + color_tonemapped *= odt_to_rgb; + + p_white *= exposure_bias; + float p_white_tonemapped = (p_white * (p_white + A) - B) / (p_white * (C * p_white + D) + E); + + return color_tonemapped / p_white_tonemapped; +} + +vec3 tonemap_reinhard(vec3 color, float p_white) { + return (p_white * color + color) / (color * p_white + p_white); +} + +vec3 linear_to_srgb(vec3 color) { + //if going to srgb, clamp from 0 to 1. + color = clamp(color, vec3(0.0), vec3(1.0)); + const vec3 a = vec3(0.055f); + return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); +} + +#define TONEMAPPER_LINEAR 0 +#define TONEMAPPER_REINHARD 1 +#define TONEMAPPER_FILMIC 2 +#define TONEMAPPER_ACES 3 + +vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color + // Ensure color values passed to tonemappers are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. + if (tonemapper == TONEMAPPER_LINEAR) { + return color; + } else if (tonemapper == TONEMAPPER_REINHARD) { + return tonemap_reinhard(max(vec3(0.0f), color), p_white); + } else if (tonemapper == TONEMAPPER_FILMIC) { + return tonemap_filmic(max(vec3(0.0f), color), p_white); + } else { // TONEMAPPER_ACES + return tonemap_aces(max(vec3(0.0f), color), p_white); + } +} |