vec3 uncharted2Tonemap(const vec3 x) { const float A = 0.15; const float B = 0.50; const float C = 0.10; const float D = 0.20; const float E = 0.02; const float F = 0.30; return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F; } vec3 tonemapUncharted2(const vec3 color) { const float W = 11.2; const float exposureBias = 2.0; vec3 curr = uncharted2Tonemap(exposureBias * color); vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); return curr * whiteScale; } // Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75 vec3 tonemapFilmic(const vec3 color) { vec3 x = max(vec3(0.0), color - 0.004); return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); } // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ vec3 acesFilm(const vec3 x) { const float a = 2.51; const float b = 0.03; const float c = 2.43; const float d = 0.59; const float e = 0.14; return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0); } vec3 tonemapReinhard(const vec3 color) { return color / (color + vec3(1.0)); }