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-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl58
1 files changed, 56 insertions, 2 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index 524ca5e2ea..a142d263e2 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -48,6 +48,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure;
float white;
float auto_exposure_grey;
+
+ vec2 pixel_size;
+ bool use_fxaa;
+ uint pad;
}
params;
@@ -255,16 +259,63 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
return texture(correction_tex, color).rgb;
}
+vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
+
+ const float FXAA_REDUCE_MIN = (1.0 / 128.0);
+ const float FXAA_REDUCE_MUL = (1.0 / 8.0);
+ const float FXAA_SPAN_MAX = 8.0;
+
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbM = color;
+ vec3 luma = vec3(0.299, 0.587, 0.114);
+ float lumaNW = dot(rgbNW, luma);
+ float lumaNE = dot(rgbNE, luma);
+ float lumaSW = dot(rgbSW, luma);
+ float lumaSE = dot(rgbSE, luma);
+ float lumaM = dot(rgbM, luma);
+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
+
+ vec2 dir;
+ dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
+ dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
+
+ float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
+ (0.25 * FXAA_REDUCE_MUL),
+ FXAA_REDUCE_MIN);
+
+ float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
+ dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
+ max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
+ dir * rcpDirMin)) *
+ params.pixel_size;
+
+ vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
+ textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
+
+ float lumaB = dot(rgbB, luma);
+ if ((lumaB < lumaMin) || (lumaB > lumaMax))
+ return rgbA;
+ else
+ return rgbB;
+}
+
void main() {
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
// Exposure
+ float exposure = params.exposure;
+
if (params.use_auto_exposure) {
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
}
- color *= params.exposure;
+ color *= exposure;
// Early Tonemap & SRGB Conversion
@@ -274,6 +325,9 @@ void main() {
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
+ if (params.use_fxaa) {
+ color = do_fxaa(color, exposure, uv_interp);
+ }
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion