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#include "gamma.sdr"
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
layout (std140) uniform genericData {
float exposure;
int tonemapper;
float x0; //from here on these are for the PPC tonemappers
float y0;
float x1;
float toe_B;
float toe_lnA;
float sh_B;
float sh_lnA;
float sh_offsetX;
float sh_offsetY;
};
//Tonemapping options, aside from the previous standard UC2, pulled from wookiejedi and qazwsxal's
//work on testing them for FSO, which itself was based on these references:
//https://64.github.io/tonemapping/ Delta - Blog by 64: Tone Mapping
//http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Worlds: Filmic Tonemapping Operators by John Hable
vec3 Uncharted2ToneMapping(vec3 hdr_color) // John Hable's filmic
{
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;
hdr_color = ((hdr_color * (A * hdr_color + C * B) + D * E) / (hdr_color * (A * hdr_color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
hdr_color /= white;
return hdr_color;
}
vec3 rtt_and_odt_fit(vec3 v)
{
vec3 a = v * (v + 0.0245786f) - 0.000090537f;
vec3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
const mat3 aces_input = mat3(vec3(0.59719, 0.07600, 0.02840),
vec3(0.35458, 0.90834, 0.13383),
vec3(0.04823, 0.01566, 0.83777)
);
const mat3 aces_output = mat3(vec3( 1.60475, -0.10208, -0.00327),
vec3(-0.53108, 1.10813, -0.07276),
vec3(-0.07367, -0.00605, 1.07602)
);
vec3 aces(vec3 hdr_color)
{
hdr_color = aces_input * hdr_color;
hdr_color = rtt_and_odt_fit(hdr_color);
hdr_color = aces_output * hdr_color;
return hdr_color;
}
vec3 aces_approx(vec3 hdr_color) // also filmic, higher contrast then Uncharted2ToneMapping
{
const float a = 2.51f;
const float b = 0.03f;
const float c = 2.43f;
const float d = 0.59f;
const float e = 0.14f;
hdr_color *= 0.6f;
hdr_color = clamp((hdr_color*(a*hdr_color+b))/(hdr_color*(c*hdr_color+d)+e), 0.0f, 1.0f);
return hdr_color;
}
vec3 OptimizedCineonToneMapping( vec3 color ) {
// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
color = max( vec3( 0.0 ), color - 0.004 );
color = (color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 );
// linear to sRGB conversion embedded in shader
return color;
}
vec3 rhj_lumaToneMapping(vec3 hdr_color) // reinhard_jodie
{
float luma = dot(hdr_color, vec3(0.2126, 0.7152, 0.0722)); //dot products are a bit more expensive
float toneMappedLuma = luma / (1.0 + luma);
hdr_color *= toneMappedLuma / luma;
return hdr_color;
}
vec3 reinhard_extended(vec3 hdr_color)
{
float max_white = 1.0;
vec3 numerator = hdr_color * (1.0f + (hdr_color / vec3(max_white * max_white)));
hdr_color = numerator / (1.0f + hdr_color);
return hdr_color;
}
vec3 linearToneMapping(vec3 hdr_color)
{
hdr_color = clamp(hdr_color, 0., 1.);
return hdr_color;
}
float toe( float x ) {
return exp(toe_lnA + toe_B * log(x));
}
float linear( float x ) {
// Slope is 1 by definition
return y0 + (x - x0);
}
float shoulder ( float x ) {
// Scale is -1 so reverse subtraction to save a mult
x = sh_offsetX - x;
x = exp(sh_lnA + sh_B * log(x));
x = sh_offsetY - x;
return x;
}
float funswitch (float x) {
float x_tone;
if (x <= x0) {
x_tone = toe(x);
}
else if (x <= x1) {
x_tone = linear(x);
}
else if ( x < sh_offsetX ){
x_tone = shoulder(x);
}
else {
x_tone = sh_offsetY;
}
return x_tone;
}
vec3 PPC_RGB( vec3 color ) {
color = vec3( funswitch(color.r),
funswitch(color.g),
funswitch(color.b));
return color;
}
vec3 PPC( vec3 color ) {
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float luma_tone;
if ( luma <= x0 ) {
luma_tone = toe(luma);
}
else if ( luma <= x1 ) {
luma_tone = linear(luma);
}
else if ( luma < sh_offsetX ){
luma_tone = shoulder(luma);
}
else {
luma_tone = sh_offsetY;
}
return color * luma_tone / luma;
}
void main()
{
vec4 color = texture(tex, fragTexCoord.xy);
color *= exposure;
switch(tonemapper){
case 0:
color.rgb = linearToneMapping(color.rgb);
break;
case 1:
color.rgb = Uncharted2ToneMapping(color.rgb);
break;
case 2:
color.rgb = aces(color.rgb);
break;
case 3:
color.rgb = aces_approx(color.rgb);
break;
case 4:
color.rgb = OptimizedCineonToneMapping(color.rgb);
break;
case 5:
color.rgb = rhj_lumaToneMapping(color.rgb);
break;
case 6:
color.rgb = reinhard_extended(color.rgb);
break;
case 7:
color.rgb = PPC(color.rgb);
break;
case 8:
color.rgb = PPC_RGB(color.rgb);
break;
}
#ifdef LINEAR_OUT
fragOut0 = vec4(color.rgb, 1.0);
#else
fragOut0 = vec4(linear_to_srgb(color.rgb), 1.0);
#endif
}
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