ioq3quest/code/renderergl2/glsl/tonemap_fp.glsl

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uniform sampler2D u_TextureMap;
uniform sampler2D u_LevelsMap;
uniform vec4 u_Color;
uniform vec2 u_AutoExposureMinMax;
uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
vec3 FilmicTonemap(vec3 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
vec3 SSxx = SS * x * x;
vec3 LSx = LS * x;
vec3 LALSx = LSx * LA;
return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD;
//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(r_framebufferGamma)
color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
float avgLum = exp2(logMinAvgMaxLum.y);
//float maxLum = exp2(logMinAvgMaxLum.z);
color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;
color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));
vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
color.rgb = FilmicTonemap(color.rgb) * fWhite;
#if defined(r_tonemapGamma)
color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
#endif
gl_FragColor = clamp(color, 0.0, 1.0);
}