578 lines
18 KiB
GLSL
Executable file
578 lines
18 KiB
GLSL
Executable file
#version 450
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#include "compiled.inc"
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#include "std/tonemap.glsl"
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#include "std/math.glsl"
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#ifdef _CDOF
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#include "std/dof.glsl"
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#endif
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#ifdef _CPostprocess
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#include "std/colorgrading.glsl"
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#endif
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uniform sampler2D tex;
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#ifdef _CDepth
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uniform sampler2D gbufferD;
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#endif
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#ifdef _CLensTex
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uniform sampler2D lensTexture;
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#endif
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#ifdef _CLUT
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uniform sampler2D lutTexture;
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#endif
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#ifdef _AutoExposure
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uniform sampler2D histogram;
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#endif
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#ifdef _CPostprocess
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uniform vec3 globalWeight;
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uniform vec3 globalTint;
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uniform vec3 globalSaturation;
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uniform vec3 globalContrast;
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uniform vec3 globalGamma;
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uniform vec3 globalGain;
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uniform vec3 globalOffset;
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uniform vec3 shadowSaturation;
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uniform vec3 shadowContrast;
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uniform vec3 shadowGamma;
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uniform vec3 shadowGain;
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uniform vec3 shadowOffset;
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uniform vec3 midtoneSaturation;
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uniform vec3 midtoneContrast;
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uniform vec3 midtoneGamma;
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uniform vec3 midtoneGain;
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uniform vec3 midtoneOffset;
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uniform vec3 highlightSaturation;
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uniform vec3 highlightContrast;
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uniform vec3 highlightGamma;
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uniform vec3 highlightGain;
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uniform vec3 highlightOffset;
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uniform vec3 PPComp1;
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uniform vec3 PPComp2;
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uniform vec3 PPComp3;
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uniform vec3 PPComp4;
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uniform vec3 PPComp5;
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uniform vec3 PPComp6;
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uniform vec3 PPComp7;
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uniform vec3 PPComp8;
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#endif
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// #ifdef _CPos
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// uniform vec3 eye;
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// uniform vec3 eyeLook;
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// #endif
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#ifdef _CGlare
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uniform vec3 light;
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uniform mat4 VP;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform float aspectRatio;
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#endif
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#ifdef _CTexStep
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uniform vec2 texStep;
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#endif
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#ifdef _CGrain
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uniform float time;
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#endif
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#ifdef _DynRes
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uniform float dynamicScale;
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#endif
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#ifdef _CCameraProj
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uniform vec2 cameraProj;
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#endif
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in vec2 texCoord;
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// #ifdef _CPos
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// in vec3 viewRay;
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// #endif
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out vec4 fragColor;
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#ifdef _CFog
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// const vec3 compoFogColor = vec3(0.5, 0.6, 0.7);
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// const float compoFogAmountA = 1.0; // b = 0.01
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// const float compoFogAmountB = 1.0; // c = 0.1
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// vec3 applyFog(vec3 rgb, // original color of the pixel
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// float distance, // camera to point distance
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// vec3 rayOri, // camera position
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// vec3 rayDir) { // camera to point vector
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// float fogAmount = compoFogAmountB * exp(-rayOri.y * compoFogAmountA) * (1.0 - exp(-distance * rayDir.y * compoFogAmountA)) / rayDir.y;
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// return mix(rgb, compoFogColor, fogAmount);
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// }
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vec3 applyFog(vec3 rgb, float distance) {
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// float fogAmount = 1.0 - exp(-distance * compoFogAmountA);
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float fogAmount = 1.0 - exp(-distance * (compoFogAmountA / 100));
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return mix(rgb, compoFogColor, fogAmount);
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}
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#endif
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#ifdef _CPostprocess
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float ComputeEV100(const float aperture2, const float shutterTime, const float ISO) {
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return log2(aperture2 / shutterTime * 100.0 / ISO);
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}
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float ConvertEV100ToExposure(float EV100) {
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return 1/0.8 * exp2(-EV100);
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}
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float ComputeEV(float avgLuminance) {
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const float sqAperture = PPComp1[0].x * PPComp1.x;
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const float shutterTime = 1.0 / PPComp1.y;
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const float ISO = PPComp1.z;
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const float EC = PPComp2.x;
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float EV100 = ComputeEV100(sqAperture, shutterTime, ISO);
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return ConvertEV100ToExposure(EV100 - EC) * PI;
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}
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#endif
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vec4 LUTlookup(in vec4 textureColor, in sampler2D lookupTable) {
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//Clamp to prevent weird results
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textureColor = clamp(textureColor, 0.0, 1.0);
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mediump float blueColor = textureColor.b * 63.0;
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mediump vec2 quad1;
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quad1.y = floor(floor(blueColor) / 8.0);
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quad1.x = floor(blueColor) - (quad1.y * 8.0);
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mediump vec2 quad2;
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quad2.y = floor(ceil(blueColor) / 8.0);
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quad2.x = ceil(blueColor) - (quad2.y * 8.0);
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highp vec2 texelPosition1;
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texelPosition1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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texelPosition1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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highp vec2 texelPosition2;
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texelPosition2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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texelPosition2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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lowp vec4 newColor1 = textureLod(lookupTable, texelPosition1, 0.0);
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lowp vec4 newColor2 = textureLod(lookupTable, texelPosition2, 0.0);
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lowp vec4 colorGradedResult = mix(newColor1, newColor2, fract(blueColor));
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return colorGradedResult;
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}
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#ifdef _CVignette
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float vignette() {
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return (1.0 - compoVignetteStrength) + compoVignetteStrength * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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}
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#endif
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#ifdef _CGlare
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// Based on lense flare implementation by musk
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// https://www.shadertoy.com/view/4sX3Rs
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vec3 lensflare(vec2 uv, vec2 pos) {
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vec2 uvd = uv * (length(uv));
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float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),0.0)*0.25;
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float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),0.0)*0.23;
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float f23 = max(1.0/(1.0+32.0*pow(length(uvd+0.9*pos),2.0)),0.0)*0.21;
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vec2 uvx = mix(uv, uvd, -0.5);
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float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),0.0)*6.0;
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float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),0.0)*5.0;
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float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),0.0)*3.0;
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uvx = mix(uv, uvd, -0.4);
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float f5 = max(0.01-pow(length(uvx+0.2*pos),5.5),0.0)*2.0;
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float f52 = max(0.01-pow(length(uvx+0.4*pos),5.5),0.0)*2.0;
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float f53 = max(0.01-pow(length(uvx+0.6*pos),5.5),0.0)*2.0;
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uvx = mix(uv, uvd, -0.5);
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float f6 = max(0.01-pow(length(uvx-0.3*pos),1.6),0.0)*6.0;
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float f62 = max(0.01-pow(length(uvx-0.325*pos),1.6),0.0)*3.0;
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float f63 = max(0.01-pow(length(uvx-0.35*pos),1.6),0.0)*5.0;
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vec3 c = vec3(0.0);
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c.r += f2 + f4 + f5 + f6;
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c.g += f22 + f42 + f52 + f62;
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c.b += f23 + f43 + f53 + f63;
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return c;
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}
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#endif
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void main() {
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vec2 texCo = texCoord;
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#ifdef _DynRes
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texCo *= dynamicScale;
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#endif
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#ifdef _CFishEye
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#ifdef _CPostprocess
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const float fishEyeStrength = -(PPComp2.y);
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#else
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const float fishEyeStrength = -0.01;
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#endif
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const vec2 m = vec2(0.5, 0.5);
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vec2 d = texCo - m;
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float r = sqrt(dot(d, d));
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float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * fishEyeStrength;
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float bind;
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if (power > 0.0) { bind = sqrt(dot(m, m)); }
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else { bind = m.x; }
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if (power > 0.0) {
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texCo = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
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}
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else {
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texCo = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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}
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#endif
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#ifdef _CDepth
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float depth = textureLod(gbufferD, texCo, 0.0).r * 2.0 - 1.0;
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#endif
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#ifdef _CFXAA
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_SPAN_MAX = 8.0;
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vec2 tcrgbNW = (texCo + vec2(-1.0, -1.0) * texStep);
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vec2 tcrgbNE = (texCo + vec2(1.0, -1.0) * texStep);
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vec2 tcrgbSW = (texCo + vec2(-1.0, 1.0) * texStep);
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vec2 tcrgbSE = (texCo + vec2(1.0, 1.0) * texStep);
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vec2 tcrgbM = vec2(texCo);
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vec3 rgbNW = textureLod(tex, tcrgbNW, 0.0).rgb;
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vec3 rgbNE = textureLod(tex, tcrgbNE, 0.0).rgb;
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vec3 rgbSW = textureLod(tex, tcrgbSW, 0.0).rgb;
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vec3 rgbSE = textureLod(tex, tcrgbSE, 0.0).rgb;
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vec3 rgbM = textureLod(tex, tcrgbM, 0.0).rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * texStep;
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vec3 rgbA = 0.5 * (
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textureLod(tex, texCo + dir * (1.0 / 3.0 - 0.5), 0.0).rgb +
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textureLod(tex, texCo + dir * (2.0 / 3.0 - 0.5), 0.0).rgb);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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textureLod(tex, texCo + dir * -0.5, 0.0).rgb +
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textureLod(tex, texCo + dir * 0.5, 0.0).rgb);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, 1.0);
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else fragColor = vec4(rgbB, 1.0);
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#else
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#ifdef _CDOF
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#ifdef _CPostprocess
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bool compoAutoFocus = false;
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float compoDistance = PPComp3.x;
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float compoLength = PPComp3.y;
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float compoStop = PPComp3.z;
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if (PPComp2.z == 1){
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compoAutoFocus = true;
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} else {
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compoAutoFocus = false;
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}
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, compoAutoFocus, compoDistance, compoLength, compoStop);
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#else
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, true, compoDOFDistance, compoDOFLength, compoDOFFstop);
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#endif
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#else
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fragColor = textureLod(tex, texCo, 0.0);
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#endif
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#endif
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#ifdef _CSharpen
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vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * 1.5, 0.0).rgb;
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vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * 1.5, 0.0).rgb;
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vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * 1.5, 0.0).rgb;
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vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * 1.5, 0.0).rgb;
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vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
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fragColor.rgb += (fragColor.rgb - colavg) * compoSharpenStrength;
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#endif
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#ifdef _CFog
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// if (depth < 1.0) {
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// vec3 pos = getPos(depth, cameraProj);
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// float dist = distance(pos, eye);
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float dist = linearize(depth, cameraProj);
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// vec3 eyedir = eyeLook;// normalize(eye + pos);
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// fragColor.rgb = applyFog(fragColor.rgb, dist, eye, eyedir);
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fragColor.rgb = applyFog(fragColor.rgb, dist);
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// }
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#endif
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#ifdef _CGlare
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if (dot(light, eyeLook) > 0.0) { // Facing light
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vec4 lndc = VP * vec4(light, 1.0);
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lndc.xy /= lndc.w;
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vec2 lss = lndc.xy * 0.5 + 0.5;
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float lssdepth = linearize(textureLod(gbufferD, lss, 0.0).r * 2.0 - 1.0, cameraProj);
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float lightDistance = distance(eye, light);
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if (lightDistance <= lssdepth) {
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vec2 lensuv = texCo * 2.0 - 1.0;
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lensuv.x *= aspectRatio;
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vec3 lensflarecol = vec3(1.4, 1.2, 1.0) * lensflare(lensuv, lndc.xy);
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fragColor.rgb += lensflarecol;
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}
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}
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#endif
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#ifdef _CGrain
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// const float compoGrainStrength = 4.0;
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float x = (texCo.x + 4.0) * (texCo.y + 4.0) * (time * 10.0);
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#ifdef _CPostprocess
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fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * PPComp4.y;
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#else
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fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * compoGrainStrength;
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#endif
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#endif
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#ifdef _CGrainStatic
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float x = (texCo.x + 4.0) * (texCo.y + 4.0) * 10.0;
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fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * 0.09;
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#endif
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#ifdef _CVignette
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fragColor.rgb *= vignette();
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#endif
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#ifdef _CExposure
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fragColor.rgb += fragColor.rgb * compoExposureStrength;
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#endif
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#ifdef _CPostprocess
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fragColor.rgb *= ComputeEV(0.0);
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#endif
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#ifdef _AutoExposure
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float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
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fragColor.rgb *= pow(expo, autoExposureStrength * 2.0);
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#endif
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#ifdef _CPostprocess
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#ifdef _CToneCustom
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fragColor.rgb = clamp((fragColor.rgb * (PPComp4.z * fragColor.rgb + PPComp5.x)) / (fragColor.rgb * (PPComp5.y * fragColor.rgb + PPComp5.z) + PPComp6.x), 0.0, 1.0);
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#else
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if(PPComp4.x == 0){ //Filmic 1
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fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma
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} else if (PPComp4.x == 1){ //Filmic 2
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fragColor.rgb = acesFilm(fragColor.rgb);
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
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} else if (PPComp4.x == 2){ //Reinhard
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fragColor.rgb = tonemapReinhard(fragColor.rgb);
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
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} else if (PPComp4.x == 3){ //Uncharted2
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fragColor.rgb = tonemapUncharted2(fragColor.rgb);
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
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fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0);
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} else if (PPComp4.x == 4){ //None
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
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} else if (PPComp4.x == 5){ //Non-Gamma / Linear
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fragColor.rgb = fragColor.rgb;
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} else if (PPComp4.x == 6){ //HDP
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vec3 x = fragColor.rgb - 0.004;
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//vec3 x = max(0, fragColor.rgb - 0.004);
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fragColor.rgb = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);
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} else if (PPComp4.x == 7){ //Raw
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vec4 vh = vec4(fragColor.rgb, 1);
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vec4 va = (1.425 * vh) + 0.05;
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vec4 vf = ((vh * va + 0.004) / ((vh * (va + 0.55) + 0.0491))) - 0.0821;
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fragColor.rgb = vf.rgb / vf.www;
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} else if (PPComp4.x == 8){ //False Colors for luminance control
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vec4 c = vec4(fragColor.r,fragColor.g,fragColor.b,0); //Linear without gamma
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vec3 luminanceVector = vec3(0.2125, 0.7154, 0.0721); //Relative Luminance Vector
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float luminance = dot(luminanceVector, c.xyz);
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vec3 maxLumColor = vec3(1,0,0); //High values (> 1.0)
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//float maxLum = 2.0; Needs to read the highest pixel, but I don't know how to yet
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//Probably easier with a histogram too, once it's it in place?
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|
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vec3 midLumColor = vec3(0,1,0); //Mid values (< 1.0)
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float midLum = 1.0;
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|
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vec3 minLumColor = vec3(0,0,1); //Low values (< 1.0)
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float minLum = 0.0;
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|
|
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if(luminance < midLum){
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fragColor.rgb = mix(minLumColor, midLumColor, luminance);
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} else {
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fragColor.rgb = mix(midLumColor, maxLumColor, luminance);
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}
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|
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} else {
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fragColor.rgb = vec3(0,1,0); //ERROR
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|
}
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#endif
|
|
|
|
#else
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|
#ifdef _CToneFilmic
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|
fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma
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|
#endif
|
|
#ifdef _CToneFilmic2
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|
fragColor.rgb = acesFilm(fragColor.rgb);
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|
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
|
|
#endif
|
|
#ifdef _CToneReinhard
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|
fragColor.rgb = tonemapReinhard(fragColor.rgb);
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|
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
|
|
#endif
|
|
#ifdef _CToneUncharted
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|
fragColor.rgb = tonemapUncharted2(fragColor.rgb);
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|
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
|
fragColor.rgb = clamp(fragColor.rgb, 0.0, 2.2);
|
|
#endif
|
|
#ifdef _CToneNone
|
|
fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma
|
|
#endif
|
|
#ifdef _CToneCustom
|
|
fragColor.rgb = clamp((fragColor.rgb * (1 * fragColor.rgb + 1)) / (fragColor.rgb * (1 * fragColor.rgb + 1 ) + 1), 0.0, 1.0);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _CBW
|
|
// fragColor.rgb = vec3(clamp(dot(fragColor.rgb, fragColor.rgb), 0.0, 1.0));
|
|
fragColor.rgb = vec3((fragColor.r * 0.3 + fragColor.g * 0.59 + fragColor.b * 0.11) / 3.0) * 2.5;
|
|
#endif
|
|
|
|
// #ifdef _CContrast
|
|
// -0.5 - 0.5
|
|
// const float compoContrast = 0.2;
|
|
// fragColor.rgb = ((fragColor.rgb - 0.5) * max(compoContrast + 1.0, 0.0)) + 0.5;
|
|
// #endif
|
|
|
|
// #ifdef _CBrighness
|
|
// fragColor.rgb += compoBrightness;
|
|
// #endif
|
|
|
|
#ifdef _CPostprocess
|
|
//Global Values
|
|
|
|
float factor = 1;
|
|
float colorTempK = globalWeight.x;
|
|
vec3 ColorTempRGB = ColorTemperatureToRGB(colorTempK);
|
|
|
|
float originalLuminance = Luminance(fragColor.rgb);
|
|
vec3 blended = mix(fragColor.rgb, fragColor.rgb * ColorTempRGB, factor);
|
|
vec3 resultHSL = RGBtoHSL(blended);
|
|
vec3 luminancePreservedRGB = HSLtoRGB(vec3(resultHSL.x, resultHSL.y, originalLuminance));
|
|
fragColor = vec4(mix(blended, luminancePreservedRGB, LUMINANCE_PRESERVATION), 1.0);
|
|
|
|
mat3 CCSaturation = mat3 ( //Saturation
|
|
globalSaturation.r * shadowSaturation.r, globalSaturation.g * shadowSaturation.g, globalSaturation.b * shadowSaturation.b, //Shadows + Global
|
|
globalSaturation.r * midtoneSaturation.r, globalSaturation.g * midtoneSaturation.g, globalSaturation.b * midtoneSaturation.b, //Midtones + Global
|
|
globalSaturation.r * highlightSaturation.r, globalSaturation.g * highlightSaturation.g, globalSaturation.b * highlightSaturation.b //Highlights + Global
|
|
);
|
|
|
|
mat3 CCContrast = mat3 (
|
|
globalContrast.r * shadowContrast.r, globalContrast.g * shadowContrast.g, globalContrast.b * shadowContrast.b, //Shadows + Global
|
|
globalContrast.r * midtoneContrast.r, globalContrast.g * midtoneContrast.g, globalContrast.b * midtoneContrast.b, //Midtones + Global
|
|
globalContrast.r * highlightContrast.r, globalContrast.g * highlightContrast.g, globalContrast.b * highlightContrast.b //Highlights + Global
|
|
);
|
|
|
|
mat3 CCGamma = mat3 (
|
|
globalGamma.r * shadowGamma.r, globalGamma.g * shadowGamma.g, globalGamma.b * shadowGamma.b, //Shadows + Global
|
|
globalGamma.r * midtoneGamma.r, globalGamma.g * midtoneGamma.g, globalGamma.b * midtoneGamma.b, //Midtones + Global
|
|
globalGamma.r * highlightGamma.r, globalGamma.g * highlightGamma.g, globalGamma.b * highlightGamma.b //Highlights + Global
|
|
);
|
|
|
|
mat3 CCGain = mat3 (
|
|
globalGain.r * shadowGain.r, globalGain.g * shadowGain.g, globalGain.b * shadowGain.b, //Shadows + Global
|
|
globalGain.r * midtoneGain.r, globalGain.g * midtoneGain.g, globalGain.b * midtoneGain.b, //Midtones + Global
|
|
globalGain.r * highlightGain.r, globalGain.g * highlightGain.g, globalGain.b * highlightGain.b //Highlights + Global
|
|
);
|
|
|
|
mat3 CCOffset = mat3 (
|
|
globalOffset.r * shadowOffset.r, globalOffset.g * shadowOffset.g, globalOffset.b * shadowOffset.b, //Shadows + Global
|
|
globalOffset.r * midtoneOffset.r, globalOffset.g * midtoneOffset.g, globalOffset.b * midtoneOffset.b, //Midtones + Global
|
|
globalOffset.r * highlightOffset.r, globalOffset.g * highlightOffset.g, globalOffset.b * highlightOffset.b //Highlights + Global
|
|
);
|
|
|
|
vec2 ToneWeights = vec2(globalWeight.y, globalWeight.z);
|
|
|
|
fragColor.rgb = FinalizeColorCorrection(
|
|
fragColor.rgb,
|
|
CCSaturation,
|
|
CCContrast,
|
|
CCGamma,
|
|
CCGain,
|
|
CCOffset,
|
|
ToneWeights
|
|
);
|
|
|
|
//Tint
|
|
fragColor.rgb *= vec3(globalTint.r,globalTint.g,globalTint.b);
|
|
#endif
|
|
|
|
#ifdef _CLensTex
|
|
#ifdef _CLensTexMasking
|
|
vec4 scratches = texture(lensTexture, texCo);
|
|
vec3 scratchBlend = fragColor.rgb + scratches.rgb;
|
|
|
|
#ifdef _CPostprocess
|
|
float centerMaxClip = PPComp6.y;
|
|
float centerMinClip = PPComp6.z;
|
|
float luminanceMax = PPComp7.x;
|
|
float luminanceMin = PPComp7.y;
|
|
float brightnessExp = PPComp7.z;
|
|
#else
|
|
float centerMaxClip = compoCenterMaxClip;
|
|
float centerMinClip = compoCenterMinClip;
|
|
float luminanceMax = compoLuminanceMax;
|
|
float luminanceMin = compoLuminanceMin;
|
|
float brightnessExp = compoBrightnessExponent;
|
|
#endif
|
|
|
|
float center = smoothstep(centerMaxClip, centerMinClip, length(texCo - 0.5));
|
|
float luminance = dot(fragColor.rgb, vec3(0.299, 0.587, 0.114));
|
|
float brightnessMap = smoothstep(luminanceMax, luminanceMin, luminance * center);
|
|
fragColor.rgb = clamp(mix(fragColor.rgb, scratchBlend, brightnessMap * brightnessExp), 0, 1);
|
|
#else
|
|
fragColor.rgb += textureLod(lensTexture, texCo, 0.0).rgb;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef _CLetterbox
|
|
// const float compoLetterboxSize = 0.1;
|
|
fragColor.rgb *= 1.0 - step(0.5 - compoLetterboxSize, abs(0.5 - texCo.y));
|
|
#endif
|
|
|
|
//3D LUT Implementation from GPUGems 2 by Nvidia
|
|
//https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter24.html
|
|
|
|
#ifdef _CLUT
|
|
fragColor = LUTlookup(fragColor, lutTexture);
|
|
#endif
|
|
}
|