armory/Shaders/std/tonemap.glsl
2017-02-25 00:57:13 +01:00

39 lines
1.1 KiB
GLSL
Executable file

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));
}