OpenGL2: Speed up tonemap shader.

This commit is contained in:
SmileTheory 2014-10-27 06:37:57 -07:00
parent 3765652778
commit 7e808f92d6
2 changed files with 34 additions and 23 deletions

View file

@ -3,14 +3,16 @@ uniform sampler2D u_LevelsMap;
uniform vec4 u_Color; uniform vec4 u_Color;
uniform vec2 u_AutoExposureMinMax; uniform vec2 u_AutoExposureMinMax;
uniform vec3 u_ToneMinAvgMaxLinear; uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords; 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); 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 SS = 0.22; // Shoulder Strength
const float LS = 0.30; // Linear Strength const float LS = 0.30; // Linear Strength
@ -19,39 +21,34 @@ vec3 FilmicTonemap(vec3 x)
const float TAN = 0.01; // Toe Angle Numerator const float TAN = 0.01; // Toe Angle Numerator
const float TAD = 0.30; // Toe Angle Denominator const float TAD = 0.30; // Toe Angle Denominator
vec3 SSxx = SS * x * x; return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
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() void main()
{ {
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color; 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)); color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
#endif #endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb; vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x); vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
float avgLum = exp2(logMinAvgMaxLum.y); float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
//float maxLum = exp2(logMinAvgMaxLum.z);
color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum; color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x)); color.rgb = max(vec3(0.0), color.rgb);
vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x)); color.r = FilmicTonemap(color.r);
color.rgb = FilmicTonemap(color.rgb) * fWhite; color.g = FilmicTonemap(color.g);
color.b = FilmicTonemap(color.b);
#if defined(r_tonemapGamma) 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)); color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
#endif #endif
gl_FragColor = clamp(color, 0.0, 1.0); gl_FragColor = color;
} }

View file

@ -2,12 +2,26 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0; attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix; uniform mat4 u_ModelViewProjectionMatrix;
uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords; 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() void main()
{ {
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_TexCoords = attr_TexCoord0.st; var_TexCoords = attr_TexCoord0.st;
var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
} }