mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-15 06:30:49 +00:00
48 lines
1.4 KiB
GLSL
48 lines
1.4 KiB
GLSL
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;
|
|
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;
|
|
|
|
gl_FragColor = clamp(color, 0.0, 1.0);
|
|
}
|