diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/tonemap.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/tonemap.glsl | 60 |
1 files changed, 41 insertions, 19 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl index b7c46a7d0e..4cc4fd3f64 100644 --- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl +++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl @@ -37,16 +37,18 @@ layout(push_constant, binding = 1, std430) uniform Params { uvec2 glow_texture_size; float glow_intensity; - uint glow_level_flags; + uint pad3; uint glow_mode; + float glow_levels[7]; float exposure; float white; float auto_exposure_grey; + uint pad2; vec2 pixel_size; bool use_fxaa; - uint pad; + bool use_debanding; } params; @@ -155,6 +157,10 @@ vec3 tonemap_aces(vec3 color, float white) { } vec3 tonemap_reinhard(vec3 color, float white) { + // Ensure color values are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. + color = max(vec3(0.0), color); + return (white * color + color) / (color * white + white); } @@ -186,32 +192,32 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o 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 (params.glow_levels[0] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0]; } - if (bool(params.glow_level_flags & (1 << 1))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; + if (params.glow_levels[1] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1]; } - if (bool(params.glow_level_flags & (1 << 2))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; + if (params.glow_levels[2] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2]; } - if (bool(params.glow_level_flags & (1 << 3))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; + if (params.glow_levels[3] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3]; } - if (bool(params.glow_level_flags & (1 << 4))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; + if (params.glow_levels[4] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4]; } - if (bool(params.glow_level_flags & (1 << 5))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; + if (params.glow_levels[5] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5]; } - if (bool(params.glow_level_flags & (1 << 6))) { - glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; + if (params.glow_levels[6] > 0.0001) { + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6]; } return glow; @@ -287,9 +293,8 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { 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); + vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { @@ -299,6 +304,18 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { } } +// 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)); + + // Subtract 0.5 to avoid slightly brightening the whole viewport. + return (dither.rgb - 0.5) / 255.0; +} + void main() { vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb; @@ -322,6 +339,11 @@ void main() { if (params.use_fxaa) { color = do_fxaa(color, exposure, uv_interp); } + if (params.use_debanding) { + // For best results, debanding should be done before tonemapping. + // Otherwise, we're adding noise to an already-quantized image. + color += screen_space_dither(gl_FragCoord.xy); + } color = apply_tonemapping(color, params.white); color = linear_to_srgb(color); // regular linear -> SRGB conversion |