diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/tonemap.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/tonemap.glsl | 305 |
1 files changed, 305 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl new file mode 100644 index 0000000000..524ca5e2ea --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl @@ -0,0 +1,305 @@ +/* clang-format off */ +[vertex] + +#version 450 + +VERSION_DEFINES + +layout(location = 0) out vec2 uv_interp; +/* clang-format on */ + +void main() { + + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + uv_interp = base_arr[gl_VertexIndex]; + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); +} + +/* clang-format off */ +[fragment] + +#version 450 + +VERSION_DEFINES + +layout(location = 0) in vec2 uv_interp; +/* clang-format on */ + +layout(set = 0, binding = 0) uniform sampler2D source_color; +layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; +layout(set = 2, binding = 0) uniform sampler2D source_glow; +layout(set = 3, binding = 0) uniform sampler3D color_correction; + +layout(push_constant, binding = 1, std430) uniform Params { + vec3 bcs; + bool use_bcs; + + bool use_glow; + bool use_auto_exposure; + bool use_color_correction; + uint tonemapper; + + uvec2 glow_texture_size; + + float glow_intensity; + uint glow_level_flags; + uint glow_mode; + + float exposure; + float white; + float auto_exposure_grey; +} +params; + +layout(location = 0) out vec4 frag_color; + +#ifdef USE_GLOW_FILTER_BICUBIC +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); +} + +float w1(float a) { + return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); +} + +float w2(float a) { + return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); +} + +float w3(float a) { + return (1.0f / 6.0f) * (a * a * a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) { + return w0(a) + w1(a); +} + +float g1(float a) { + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) { + return -1.0f + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0f + w3(a) / (w2(a) + w3(a)); +} + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { + float lod = float(p_lod); + vec2 tex_size = vec2(params.glow_texture_size >> p_lod); + vec2 pixel_size = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); +} + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) + +#else + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) + +#endif + +vec3 tonemap_filmic(vec3 color, float 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 white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; + + return color_tonemapped / white_tonemapped; +} + +vec3 tonemap_aces(vec3 color, float white) { + const float exposure_bias = 0.85f; + const float A = 2.51f * exposure_bias * exposure_bias; + const float B = 0.03f * exposure_bias; + const float C = 2.43f * exposure_bias * exposure_bias; + const float D = 0.59f * exposure_bias; + const float E = 0.14f; + + vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); + float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); + + return color_tonemapped / white_tonemapped; +} + +vec3 tonemap_reinhard(vec3 color, float white) { + return (white * color + color) / (color * white + 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 white) { // inputs are LINEAR, always outputs clamped [0;1] color + + if (params.tonemapper == TONEMAPPER_LINEAR) { + return color; + } else if (params.tonemapper == TONEMAPPER_REINHARD) { + return tonemap_reinhard(color, white); + } else if (params.tonemapper == TONEMAPPER_FILMIC) { + return tonemap_filmic(color, white); + } else { //aces + return tonemap_aces(color, white); + } +} + +vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels + vec3 glow = vec3(0.0f); + + if (bool(params.glow_level_flags & (1 << 0))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb; + } + + if (bool(params.glow_level_flags & (1 << 1))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; + } + + if (bool(params.glow_level_flags & (1 << 2))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; + } + + if (bool(params.glow_level_flags & (1 << 3))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; + } + + if (bool(params.glow_level_flags & (1 << 4))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; + } + + if (bool(params.glow_level_flags & (1 << 5))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; + } + + if (bool(params.glow_level_flags & (1 << 6))) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; + } + + return glow; +} + +#define GLOW_MODE_ADD 0 +#define GLOW_MODE_SCREEN 1 +#define GLOW_MODE_SOFTLIGHT 2 +#define GLOW_MODE_REPLACE 3 +#define GLOW_MODE_MIX 4 + +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode + if (params.glow_mode == GLOW_MODE_ADD) { + return color + glow; + } else if (params.glow_mode == GLOW_MODE_SCREEN) { + //need color clamping + return max((color + glow) - (color * glow), vec3(0.0)); + } else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) { + //need color clamping + glow = glow * vec3(0.5f) + vec3(0.5f); + + color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); + return color; + } else { //replace + return glow; + } +} + +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0f), color, bcs.x); + color = mix(vec3(0.5f), color, bcs.y); + color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); + + return color; +} + +vec3 apply_color_correction(vec3 color, sampler3D correction_tex) { + return texture(correction_tex, color).rgb; +} + +void main() { + vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb; + + // Exposure + + if (params.use_auto_exposure) { + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey; + } + + color *= params.exposure; + + // Early Tonemap & SRGB Conversion + + if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) { + + vec3 glow = gather_glow(source_glow, uv_interp); + color.rgb = mix(color.rgb, glow, params.glow_intensity); + } + + color = apply_tonemapping(color, params.white); + + color = linear_to_srgb(color); // regular linear -> SRGB conversion + + // Glow + + if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) { + + vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity; + + // high dynamic range -> SRGB + glow = apply_tonemapping(glow, params.white); + glow = linear_to_srgb(glow); + + color = apply_glow(color, glow); + } + + // Additional effects + + if (params.use_bcs) { + color = apply_bcs(color, params.bcs); + } + + if (params.use_color_correction) { + color = apply_color_correction(color, color_correction); + } + + frag_color = vec4(color, 1.0f); +} |