2016-07-28 22:36:43 +00:00
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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uniform float ExposureAdjustment;
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vec3 Linear(vec3 c)
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{
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//return pow(c, 2.2);
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return c * c; // cheaper, but assuming gamma of 2.0 instead of 2.2
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}
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vec3 sRGB(vec3 c)
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{
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//return pow(c, vec3(1.0 / 2.2));
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return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2
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}
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2016-07-29 19:31:20 +00:00
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#if defined(LINEAR)
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vec3 Tonemap(vec3 color)
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2016-07-28 22:36:43 +00:00
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{
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return sRGB(color);
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}
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2016-07-29 19:31:20 +00:00
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#elif defined(REINHARD)
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vec3 Tonemap(vec3 color)
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2016-07-28 22:36:43 +00:00
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{
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color = color / (1 + color);
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return sRGB(color);
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}
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2016-07-29 19:31:20 +00:00
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#elif defined(HEJLDAWSON)
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vec3 Tonemap(vec3 color)
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2016-07-28 22:36:43 +00:00
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{
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vec3 x = max(vec3(0), color - 0.004);
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return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed
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}
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2016-07-29 19:31:20 +00:00
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#else
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2016-07-28 22:36:43 +00:00
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vec3 Uncharted2Tonemap(vec3 x)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}
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2016-07-29 19:31:20 +00:00
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vec3 Tonemap(vec3 color)
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2016-07-28 22:36:43 +00:00
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{
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float W = 11.2;
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float ExposureBias = 2.0;
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vec3 curr = Uncharted2Tonemap(ExposureBias * color);
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vec3 whiteScale = vec3(1) / Uncharted2Tonemap(vec3(W));
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return sRGB(curr * whiteScale);
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}
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2016-07-29 19:31:20 +00:00
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#endif
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2016-07-28 22:36:43 +00:00
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void main()
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{
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vec3 color = texture(InputTexture, TexCoord).rgb;
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color = color * ExposureAdjustment;
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color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
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2016-07-29 19:31:20 +00:00
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FragColor = vec4(Tonemap(color), 1.0);
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2016-07-28 22:36:43 +00:00
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}
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