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-rw-r--r--servers/visual/rasterizer_rd/shaders/tonemap.glsl305
1 files changed, 0 insertions, 305 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/tonemap.glsl b/servers/visual/rasterizer_rd/shaders/tonemap.glsl
deleted file mode 100644
index 524ca5e2ea..0000000000
--- a/servers/visual/rasterizer_rd/shaders/tonemap.glsl
+++ /dev/null
@@ -1,305 +0,0 @@
-/* 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);
-}