ioq3/code/renderergl2/glsl/tonemap_fp.glsl

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uniform sampler2D u_TextureMap;
uniform sampler2D u_LevelsMap;
uniform vec4 u_Color;
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uniform vec2 u_AutoExposureMinMax;
uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
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varying float var_InvWhite;
const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
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float FilmicTonemap(float x)
{
const float SS = 0.22; // Shoulder Strength
const float LS = 0.30; // Linear Strength
const float LA = 0.10; // Linear Angle
const float TS = 0.20; // Toe Strength
const float TAN = 0.01; // Toe Angle Numerator
const float TAD = 0.30; // Toe Angle Denominator
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return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
}
void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
#if defined(USE_PBR)
color.rgb *= color.rgb;
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#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
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float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
color.rgb = max(vec3(0.0), color.rgb);
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color.r = FilmicTonemap(color.r);
color.g = FilmicTonemap(color.g);
color.b = FilmicTonemap(color.b);
color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
#if defined(USE_PBR)
color.rgb = sqrt(color.rgb);
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#endif
// add a bit of dither to reduce banding
color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0);
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gl_FragColor = color;
}