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Diffstat (limited to 'src/renderergl2/glsl/tonemap_fp.glsl')
-rw-r--r--src/renderergl2/glsl/tonemap_fp.glsl57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/tonemap_fp.glsl b/src/renderergl2/glsl/tonemap_fp.glsl
new file mode 100644
index 0000000..9e24e24
--- /dev/null
+++ b/src/renderergl2/glsl/tonemap_fp.glsl
@@ -0,0 +1,57 @@
+uniform sampler2D u_TextureMap;
+uniform sampler2D u_LevelsMap;
+
+uniform vec4 u_Color;
+
+
+uniform vec2 u_AutoExposureMinMax;
+uniform vec3 u_ToneMinAvgMaxLinear;
+
+varying vec2 var_TexCoords;
+varying float var_InvWhite;
+
+const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
+
+float FilmicTonemap(float x)
+{
+ const float SS = 0.22; // Shoulder Strength
+ const float LS = 0.30; // Linear Strength
+ const float LA = 0.10; // Linear Angle
+ const float TS = 0.20; // Toe Strength
+ const float TAN = 0.01; // Toe Angle Numerator
+ const float TAD = 0.30; // Toe Angle Denominator
+
+ return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
+}
+
+void main()
+{
+ vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
+
+#if defined(USE_PBR)
+ color.rgb *= color.rgb;
+#endif
+
+ vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
+ vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
+
+ float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
+
+ color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
+ color.rgb = max(vec3(0.0), color.rgb);
+
+ color.r = FilmicTonemap(color.r);
+ color.g = FilmicTonemap(color.g);
+ color.b = FilmicTonemap(color.b);
+
+ color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
+
+#if defined(USE_PBR)
+ color.rgb = sqrt(color.rgb);
+#endif
+
+ // add a bit of dither to reduce banding
+ color.rgb += vec3(1.0/510.0 * mod(gl_FragCoord.x + gl_FragCoord.y, 2.0) - 1.0/1020.0);
+
+ gl_FragColor = color;
+}