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); }