From 7e808f92d62dbf0c29997315dc7aeb69cc372b86 Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Mon, 27 Oct 2014 06:37:57 -0700 Subject: [PATCH] OpenGL2: Speed up tonemap shader. --- code/renderergl2/glsl/tonemap_fp.glsl | 43 +++++++++++++-------------- code/renderergl2/glsl/tonemap_vp.glsl | 14 +++++++++ 2 files changed, 34 insertions(+), 23 deletions(-) diff --git a/code/renderergl2/glsl/tonemap_fp.glsl b/code/renderergl2/glsl/tonemap_fp.glsl index 4c914aca..1368c5bd 100644 --- a/code/renderergl2/glsl/tonemap_fp.glsl +++ b/code/renderergl2/glsl/tonemap_fp.glsl @@ -3,14 +3,16 @@ uniform sampler2D u_LevelsMap; uniform vec4 u_Color; + uniform vec2 u_AutoExposureMinMax; uniform vec3 u_ToneMinAvgMaxLinear; varying vec2 var_TexCoords; +varying float var_InvWhite; const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114); -vec3 FilmicTonemap(vec3 x) +float FilmicTonemap(float x) { const float SS = 0.22; // Shoulder Strength const float LS = 0.30; // Linear Strength @@ -18,40 +20,35 @@ vec3 FilmicTonemap(vec3 x) 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; + 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) +#if defined(r_framebufferGamma) color.rgb = pow(color.rgb, vec3(r_framebufferGamma)); - #endif +#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)); + float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y); - vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x)); - color.rgb = FilmicTonemap(color.rgb) * fWhite; - - #if defined(r_tonemapGamma) + color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx; + color.rgb = max(vec3(0.0), color.rgb); + + 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(r_tonemapGamma) color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma)); - #endif - - gl_FragColor = clamp(color, 0.0, 1.0); +#endif + + gl_FragColor = color; } diff --git a/code/renderergl2/glsl/tonemap_vp.glsl b/code/renderergl2/glsl/tonemap_vp.glsl index bdaa74af..577c0a1a 100644 --- a/code/renderergl2/glsl/tonemap_vp.glsl +++ b/code/renderergl2/glsl/tonemap_vp.glsl @@ -2,12 +2,26 @@ attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; +uniform vec3 u_ToneMinAvgMaxLinear; varying vec2 var_TexCoords; +varying float var_InvWhite; +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 + + return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD; +} void main() { gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; + var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x); }