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-rw-r--r--drivers/gles3/shaders/tonemap_inc.glsl119
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);
+ }
+}