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OpenGL2: Speed up tonemap shader.
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3765652778
commit
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2 changed files with 34 additions and 23 deletions
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@ -3,14 +3,16 @@ uniform sampler2D u_LevelsMap;
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uniform vec4 u_Color;
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uniform vec4 u_Color;
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uniform vec2 u_AutoExposureMinMax;
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uniform vec2 u_AutoExposureMinMax;
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uniform vec3 u_ToneMinAvgMaxLinear;
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uniform vec3 u_ToneMinAvgMaxLinear;
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varying vec2 var_TexCoords;
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varying vec2 var_TexCoords;
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varying float var_InvWhite;
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const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
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const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
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vec3 FilmicTonemap(vec3 x)
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float FilmicTonemap(float x)
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{
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{
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const float SS = 0.22; // Shoulder Strength
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const float SS = 0.22; // Shoulder Strength
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const float LS = 0.30; // Linear Strength
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const float LS = 0.30; // Linear Strength
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@ -19,39 +21,34 @@ vec3 FilmicTonemap(vec3 x)
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const float TAN = 0.01; // Toe Angle Numerator
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const float TAN = 0.01; // Toe Angle Numerator
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const float TAD = 0.30; // Toe Angle Denominator
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const float TAD = 0.30; // Toe Angle Denominator
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vec3 SSxx = SS * x * x;
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return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
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vec3 LSx = LS * x;
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vec3 LALSx = LSx * LA;
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return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD;
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//return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
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}
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}
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void main()
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void main()
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{
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{
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vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
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vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
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#if defined(r_framebufferGamma)
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#if defined(r_framebufferGamma)
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color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
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color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
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#endif
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#endif
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vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
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vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
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vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
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vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
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float avgLum = exp2(logMinAvgMaxLum.y);
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float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
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//float maxLum = exp2(logMinAvgMaxLum.z);
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color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;
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color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
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color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));
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color.rgb = max(vec3(0.0), color.rgb);
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vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
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color.r = FilmicTonemap(color.r);
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color.rgb = FilmicTonemap(color.rgb) * fWhite;
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color.g = FilmicTonemap(color.g);
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color.b = FilmicTonemap(color.b);
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#if defined(r_tonemapGamma)
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color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
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#if defined(r_tonemapGamma)
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color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
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color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
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#endif
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#endif
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gl_FragColor = clamp(color, 0.0, 1.0);
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gl_FragColor = color;
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}
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}
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@ -2,12 +2,26 @@ attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
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varying vec2 var_TexCoords;
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varying vec2 var_TexCoords;
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varying float var_InvWhite;
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float FilmicTonemap(float x)
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{
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const float SS = 0.22; // Shoulder Strength
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const float LS = 0.30; // Linear Strength
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const float LA = 0.10; // Linear Angle
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const float TS = 0.20; // Toe Strength
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const float TAN = 0.01; // Toe Angle Numerator
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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;
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}
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void main()
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void main()
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{
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{
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gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
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gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
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var_TexCoords = attr_TexCoord0.st;
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var_TexCoords = attr_TexCoord0.st;
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var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
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}
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}
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