fix post procressing with transparent bg and keep alpha channel of the tonemap shader output
This commit is contained in:
parent
f05104f99c
commit
b1a50ad805
6 changed files with 117 additions and 74 deletions
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@ -2794,9 +2794,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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//no post process on small, transparent or render targets without an env
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bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
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//no post process on small or render targets without an env
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bool use_post_process = env && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
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use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
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if (env) {
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@ -250,7 +250,7 @@ void main() {
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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vec4 k_accum = vec4(0.0);
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -267,14 +267,16 @@ void main() {
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#endif
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float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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tap_amount *= tap_k;
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
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k_accum += w;
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color_accum += tap_color * w;
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}
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if (k_accum > 0.0) {
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if (k_accum.r > 0.0) {
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color_accum /= k_accum;
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}
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@ -287,6 +289,7 @@ void main() {
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -296,6 +299,7 @@ void main() {
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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float w = tap_color.a;
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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@ -315,9 +319,14 @@ void main() {
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max_accum = max(max_accum, tap_amount * ofs_influence);
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k_accum += w;
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tap_color.rgb *= w;
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color_accum += tap_color * tap_k;
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}
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if (k_accum > 0.0) {
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color_accum.rgb /= k_accum / dof_kernel_size;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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gl_FragColor = color_accum;
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@ -180,13 +180,13 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
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#endif //GL_EXT_gpu_shader4
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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color = max((color + glow) - (color * glow), vec3(0.0));
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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@ -198,7 +198,18 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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color.rgb += glow;
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#endif
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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if (color.a == 0.0) {
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color.rgb = vec3(0.0);
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} else if (color.a < 1.0) {
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color.rgb /= color.a;
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}
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#endif
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return color;
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@ -220,22 +231,22 @@ vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
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return color;
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}
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vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
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vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
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vec3 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
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vec3 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
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vec3 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
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vec3 rgbM = color;
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vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
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vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaNW = dot(rgbNW.rgb, luma) - ((1 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb, luma) - ((1 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb, luma) - ((1 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb, luma) - ((1 - rgbSE.a) / 8.0);
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float lumaM = dot(rgbM, luma) - (color.a / 8.0);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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@ -253,19 +264,21 @@ vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
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dir * rcpDirMin)) *
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pixel_size;
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vec3 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0).xyz + texture2DLod(source, uv_interp + dir * 0.5, 0.0).xyz);
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vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0));
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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return rgbA;
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} else {
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return rgbB;
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float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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if (color_output.a == 0.0) {
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color_output.rgb = vec3(0.0);
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} else if (color_output.a < 1.0) {
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color_output.rgb /= color_output.a;
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}
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return color_output;
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}
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void main() {
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vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
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vec4 color = texture2DLod(source, uv_interp, 0.0);
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#ifdef USE_FXAA
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color = apply_fxaa(color, uv_interp, pixel_size);
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@ -336,12 +349,12 @@ void main() {
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// Additional effects
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#ifdef USE_BCS
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color = apply_bcs(color, bcs);
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color.rgb = apply_bcs(color.rgb, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color = apply_color_correction(color, color_correction);
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color.rgb = apply_color_correction(color.rgb, color_correction);
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#endif
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor = color;
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}
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@ -3593,7 +3593,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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if ((!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
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if ((!env || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
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//no environment or transparent render, simply return and convert to SRGB
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if (storage->frame.current_rt->external.fbo != 0) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
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@ -201,7 +201,7 @@ void main() {
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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vec4 k_accum = vec4(0.0);
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -218,14 +218,16 @@ void main() {
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#endif
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float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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tap_amount *= tap_k;
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
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k_accum += w;
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color_accum += tap_color * w;
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}
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if (k_accum > 0.0) {
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if (k_accum.r > 0.0) {
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color_accum /= k_accum;
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}
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@ -238,6 +240,7 @@ void main() {
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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float tap_k = dof_kernel[i];
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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float w = tap_color.a;
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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@ -266,9 +270,14 @@ void main() {
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max_accum = max(max_accum, tap_amount * ofs_influence);
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k_accum += w;
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tap_color.rgb *= w;
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color_accum += tap_color * tap_k;
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}
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if (k_accum > 0.0) {
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color_accum.rgb /= k_accum / dof_kernel_size;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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#ifdef DOF_NEAR_BLUR_MERGE
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@ -264,20 +264,20 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
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return glow;
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}
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0f));
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color = max((color + glow) - (color * glow), vec3(0.0));
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color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0));
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color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0));
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glow = glow * vec3(0.5f) + vec3(0.5f);
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color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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color.rgb += glow;
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#endif
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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if (color.a == 0.0) {
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color.rgb = vec3(0.0);
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} else if (color.a < 1.0) {
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color.rgb /= color.a;
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}
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#endif
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return color;
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return color;
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}
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vec3 apply_fxaa(vec3 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
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vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
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vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
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vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
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vec3 rgbM = color;
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vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
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vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1 - rgbSE.a) / 8.0);
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float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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@ -341,15 +352,17 @@ vec3 apply_fxaa(vec3 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
|
|||
dir * rcpDirMin)) *
|
||||
pixel_size;
|
||||
|
||||
vec3 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
|
||||
vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
|
||||
vec4 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
|
||||
vec4 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0) + textureLod(source, uv_interp + dir * 0.5, 0.0));
|
||||
|
||||
float lumaB = dot(rgbB, luma);
|
||||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
|
||||
return rgbA;
|
||||
} else {
|
||||
return rgbB;
|
||||
float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
|
||||
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
|
||||
if (color_output.a == 0.0) {
|
||||
color_output.rgb = vec3(0.0);
|
||||
} else if (color_output.a < 1.0) {
|
||||
color_output.rgb /= color_output.a;
|
||||
}
|
||||
return color_output;
|
||||
}
|
||||
|
||||
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
|
||||
|
@ -413,7 +426,7 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
|
|||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
|
||||
vec4 color = textureLod(source, uv_interp, 0.0f);
|
||||
|
||||
// Exposure
|
||||
float full_exposure = exposure;
|
||||
|
@ -422,7 +435,7 @@ void main() {
|
|||
full_exposure /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
|
||||
#endif
|
||||
|
||||
color *= full_exposure;
|
||||
color.rgb *= full_exposure;
|
||||
|
||||
#ifdef USE_FXAA
|
||||
// FXAA must be applied before tonemapping.
|
||||
|
@ -432,24 +445,24 @@ void main() {
|
|||
#ifdef USE_SHARPENING
|
||||
// CAS gives best results when applied after tonemapping, but `source` isn't tonemapped.
|
||||
// As a workaround, apply CAS before tonemapping so that the image still has a correct appearance when tonemapped.
|
||||
color = apply_cas(color, full_exposure, uv_interp, sharpen_intensity);
|
||||
color.rgb = apply_cas(color.rgb, full_exposure, uv_interp, sharpen_intensity);
|
||||
#endif
|
||||
|
||||
#ifdef USE_DEBANDING
|
||||
// For best results, debanding should be done before tonemapping.
|
||||
// Otherwise, we're adding noise to an already-quantized image.
|
||||
color += screen_space_dither(gl_FragCoord.xy);
|
||||
color.rgb += screen_space_dither(gl_FragCoord.xy);
|
||||
#endif
|
||||
|
||||
// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
|
||||
color = apply_tonemapping(color, white);
|
||||
color.rgb = apply_tonemapping(color.rgb, white);
|
||||
|
||||
#ifdef KEEP_3D_LINEAR
|
||||
// leave color as is (-> don't convert to SRGB)
|
||||
#else
|
||||
//need color clamping
|
||||
color = clamp(color, vec3(0.0f), vec3(1.0f));
|
||||
color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values)
|
||||
color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
|
||||
color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion (needs clamped values)
|
||||
#endif
|
||||
|
||||
// Glow
|
||||
|
@ -468,12 +481,12 @@ void main() {
|
|||
// Additional effects
|
||||
|
||||
#ifdef USE_BCS
|
||||
color = apply_bcs(color, bcs);
|
||||
color.rgb = apply_bcs(color.rgb, bcs);
|
||||
#endif
|
||||
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
color = apply_color_correction(color, color_correction);
|
||||
color.rgb = apply_color_correction(color.rgb, color_correction);
|
||||
#endif
|
||||
|
||||
frag_color = vec4(color, 1.0f);
|
||||
frag_color = color;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue