diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/tonemap.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/tonemap.glsl | 19 |
1 files changed, 18 insertions, 1 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl index 74449496f6..a464048ebd 100644 --- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl +++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl @@ -48,7 +48,7 @@ layout(push_constant, binding = 1, std430) uniform Params { vec2 pixel_size; bool use_fxaa; - uint pad; + bool use_debanding; } params; @@ -301,6 +301,19 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { } } +#define QUARTER_COLOR 1.0 / 1024.0 + +// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf +// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) +// NOTE: `frag_coord` is in pixels (i.e. not normalized UV). +vec3 screen_space_dither(vec2 frag_coord) { + // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR. + vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord)); + dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0)); + + return dither.rgb / 255.0; +} + void main() { vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb; @@ -324,6 +337,10 @@ void main() { if (params.use_fxaa) { color = do_fxaa(color, exposure, uv_interp); } + if (params.use_debanding) { + // Debanding should be done before tonemapping. + color += screen_space_dither(gl_FragCoord.xy); + } color = apply_tonemapping(color, params.white); color = linear_to_srgb(color); // regular linear -> SRGB conversion |