98 lines
1.5 KiB
GLSL
98 lines
1.5 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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void main() {
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gl_Position = vertex_attrib;
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}
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[fragment]
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uniform highp sampler2D source; //texunit:0
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uniform float exposure;
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uniform float white;
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#ifdef USE_AUTO_EXPOSURE
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uniform highp sampler2D source_auto_exposure; //texunit:1
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uniform highp float auto_exposure_grey;
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec3 color = texelFetch(source,coord,0).rgb;
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#ifdef USE_AUTO_EXPOSURE
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color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
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#endif
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color*=exposure;
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#ifdef USE_REINDHART_TONEMAPPER
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{
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color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
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}
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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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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float W = 11.2;
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vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
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float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
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color.rgb=coltn/whitetn;
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}
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#endif
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#ifdef USE_ACES_TONEMAPPER
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
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}
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#endif
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
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frag_color=vec4(color.rgb,1.0);
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}
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