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-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl24
1 files changed, 18 insertions, 6 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index 4cc4fd3f64..7de91fd541 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -23,7 +23,11 @@ layout(location = 0) in vec2 uv_interp;
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;
+#ifdef USE_1D_LUT
+layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
+#else
+layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
+#endif
layout(push_constant, binding = 1, std430) uniform Params {
vec3 bcs;
@@ -35,9 +39,9 @@ layout(push_constant, binding = 1, std430) uniform Params {
uint tonemapper;
uvec2 glow_texture_size;
-
float glow_intensity;
uint pad3;
+
uint glow_mode;
float glow_levels[7];
@@ -255,10 +259,18 @@ vec3 apply_bcs(vec3 color, vec3 bcs) {
return color;
}
-
-vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
- return texture(correction_tex, color).rgb;
+#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
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
@@ -367,7 +379,7 @@ void main() {
}
if (params.use_color_correction) {
- color = apply_color_correction(color, color_correction);
+ color = apply_color_correction(color);
}
frag_color = vec4(color, 1.0f);