godot/drivers/gles3/shaders/tonemap.glsl
2016-12-07 17:49:52 -03:00

98 lines
1.5 KiB
GLSL

[vertex]
layout(location=0) in highp vec4 vertex_attrib;
void main() {
gl_Position = vertex_attrib;
}
[fragment]
uniform highp sampler2D source; //texunit:0
uniform float exposure;
uniform float white;
#ifdef USE_AUTO_EXPOSURE
uniform highp sampler2D source_auto_exposure; //texunit:1
uniform highp float auto_exposure_grey;
#endif
layout(location = 0) out vec4 frag_color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
vec3 color = texelFetch(source,coord,0).rgb;
#ifdef USE_AUTO_EXPOSURE
color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
#endif
color*=exposure;
#ifdef USE_REINDHART_TONEMAPPER
{
color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
}
#endif
#ifdef USE_FILMIC_TONEMAPPER
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
color.rgb=coltn/whitetn;
}
#endif
#ifdef USE_ACES_TONEMAPPER
{
float a = 2.51f;
float b = 0.03f;
float c = 2.43f;
float d = 0.59f;
float e = 0.14f;
color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
}
#endif
//regular Linear -> SRGB conversion
vec3 a = vec3(0.055);
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)));
frag_color=vec4(color.rgb,1.0);
}