mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-13 21:51:09 +00:00
OpenGL2: Speed up tonemap shader.
This commit is contained in:
parent
3765652778
commit
7e808f92d6
2 changed files with 34 additions and 23 deletions
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue