ed3d029f5d
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader. This could potentially lead to large gains in performance on affected hardware.
515 lines
17 KiB
GLSL
515 lines
17 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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gl_Position = vertex_attrib;
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0f - uv_interp.y;
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#endif
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}
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/* clang-format off */
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[fragment]
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#if !defined(GLES_OVER_GL)
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precision mediump float;
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#endif
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/* clang-format on */
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in vec2 uv_interp;
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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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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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#define USING_GLOW // only use glow when at least one glow level is selected
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uniform highp sampler2D source_glow; //texunit:2
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uniform highp float glow_intensity;
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#endif
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_FXAA
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uniform vec2 pixel_size;
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#endif
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#ifdef USE_SHARPENING
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uniform float sharpen_intensity;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:3
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#endif
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_GLOW_FILTER_BICUBIC
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// w0, w1, w2, and w3 are the four cubic B-spline basis functions
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float w0(float a) {
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return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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}
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float w1(float a) {
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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float w2(float a) {
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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float w3(float a) {
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return (1.0f / 6.0f) * (a * a * a);
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}
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// g0 and g1 are the two amplitude functions
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float g0(float a) {
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return w0(a) + w1(a);
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}
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float g1(float a) {
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return w2(a) + w3(a);
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}
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// h0 and h1 are the two offset functions
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float h0(float a) {
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return -1.0f + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a) {
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return 1.0f + w3(a) / (w2(a) + w3(a));
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}
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uniform ivec2 glow_texture_size;
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vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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float lod = float(p_lod);
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vec2 tex_size = vec2(glow_texture_size >> p_lod);
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vec2 texel_size = vec2(1.0f) / tex_size;
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uv = uv * tex_size + vec2(0.5f);
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vec2 iuv = floor(uv);
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vec2 fuv = fract(uv);
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float g0x = g0(fuv.x);
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float g1x = g1(fuv.x);
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float h0x = h0(fuv.x);
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float h1x = h1(fuv.x);
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float h0y = h0(fuv.y);
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float h1y = h1(fuv.y);
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vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * texel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * texel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * texel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * texel_size;
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return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
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(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
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}
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
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#else
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
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#endif
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vec3 tonemap_filmic(vec3 color, float white) {
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// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
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// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
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// has no effect on the curve's general shape or visual properties
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const float exposure_bias = 2.0f;
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const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
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const float B = 0.30f * exposure_bias;
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const float C = 0.10f;
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const float D = 0.20f;
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const float E = 0.01f;
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const float F = 0.30f;
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vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
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return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
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}
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vec3 tonemap_aces(vec3 color, float white) {
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const float exposure_bias = 0.85f;
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const float A = 2.51f * exposure_bias * exposure_bias;
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const float B = 0.03f * exposure_bias;
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const float C = 2.43f * exposure_bias * exposure_bias;
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const float D = 0.59f * exposure_bias;
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const float E = 0.14f;
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vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
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float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
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return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
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}
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// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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// (MIT License).
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vec3 tonemap_aces_fitted(vec3 color, float white) {
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const float exposure_bias = 1.8f;
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const float A = 0.0245786f;
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const float B = 0.000090537f;
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const float C = 0.983729f;
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const float D = 0.432951f;
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const float E = 0.238081f;
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// Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
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const mat3 rgb_to_rrt = mat3(
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vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
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vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
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vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
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const mat3 odt_to_rgb = mat3(
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vec3(1.60475f, -0.53108f, -0.07367f),
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vec3(-0.10208f, 1.10813f, -0.00605f),
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vec3(-0.00327f, -0.07276f, 1.07602f));
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color *= rgb_to_rrt;
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vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
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color_tonemapped *= odt_to_rgb;
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white *= exposure_bias;
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float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
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return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
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}
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vec3 tonemap_reinhard(vec3 color, float white) {
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return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
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}
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vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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// inputs are LINEAR, If Linear tonemapping is selected no transform is performed else outputs are clamped [0, 1] color
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vec3 apply_tonemapping(vec3 color, float white) {
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// Ensure color values are positive.
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// They can be negative in the case of negative lights, which leads to undesired behavior.
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#if defined(USE_REINHARD_TONEMAPPER) || defined(USE_FILMIC_TONEMAPPER) || defined(USE_ACES_TONEMAPPER) || defined(USE_ACES_FITTED_TONEMAPPER)
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color = max(vec3(0.0f), color);
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#endif
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#ifdef USE_REINHARD_TONEMAPPER
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return tonemap_reinhard(color, white);
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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return tonemap_filmic(color, white);
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#endif
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#ifdef USE_ACES_TONEMAPPER
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return tonemap_aces(color, white);
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#endif
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#ifdef USE_ACES_FITTED_TONEMAPPER
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return tonemap_aces_fitted(color, white);
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#endif
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return color; // no other selected -> linear: no color transform applied
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}
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vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
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vec3 glow = vec3(0.0f);
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#ifdef USE_GLOW_LEVEL1
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL2
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL3
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL4
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL5
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL6
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL7
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
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#endif
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return glow;
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}
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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.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.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.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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color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
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color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
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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.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 * (1.0 - 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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}
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vec3 apply_bcs(vec3 color, vec3 bcs) {
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color = mix(vec3(0.0f), color, bcs.x);
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color = mix(vec3(0.5f), color, bcs.y);
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color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
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return color;
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}
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vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
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color.r = texture(correction_tex, vec2(color.r, 0.0f)).r;
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color.g = texture(correction_tex, vec2(color.g, 0.0f)).g;
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color.b = texture(correction_tex, vec2(color.b, 0.0f)).b;
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return color;
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}
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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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const vec3 luma = vec3(0.299, 0.587, 0.114);
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vec4 rgbNW = textureLod(source, uv_interp + vec2(-0.5, -0.5) * pixel_size, 0.0);
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vec4 rgbNE = textureLod(source, uv_interp + vec2(0.5, -0.5) * pixel_size, 0.0);
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vec4 rgbSW = textureLod(source, uv_interp + vec2(-0.5, 0.5) * pixel_size, 0.0);
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vec4 rgbSE = textureLod(source, uv_interp + vec2(0.5, 0.5) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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#ifdef DISABLE_ALPHA
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float lumaNW = dot(rgbNW.rgb * exposure, luma);
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float lumaNE = dot(rgbNE.rgb * exposure, luma);
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float lumaSW = dot(rgbSW.rgb * exposure, luma);
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float lumaSE = dot(rgbSE.rgb * exposure, luma);
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float lumaM = dot(rgbM * exposure, luma);
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#else
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float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1.0 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1.0 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1.0 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1.0 - rgbSE.a) / 8.0);
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float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
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#endif
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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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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) *
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pixel_size;
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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));
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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));
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#ifdef DISABLE_ALPHA
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float lumaB = dot(rgbB.rgb, luma);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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return vec4(color_output.rgb, 1.0);
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#else
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float lumaB = dot(rgbB.rgb, luma) - ((1.0 - 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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#endif
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}
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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vec3 screen_space_dither(vec2 frag_coord) {
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
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dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
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// Subtract 0.5 to avoid slightly brightening the whole viewport.
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return (dither.rgb - 0.5) / 255.0;
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}
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// Adapted from https://github.com/DadSchoorse/vkBasalt/blob/b929505ba71dea21d6c32a5a59f2d241592b30c4/src/shader/cas.frag.glsl
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// (MIT license).
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vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensity) {
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// Fetch a 3x3 neighborhood around the pixel 'e',
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// a b c
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// d(e)f
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// g h i
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vec3 a = textureLodOffset(source, uv_interp, 0.0, ivec2(-1, -1)).rgb * exposure;
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vec3 b = textureLodOffset(source, uv_interp, 0.0, ivec2(0, -1)).rgb * exposure;
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vec3 c = textureLodOffset(source, uv_interp, 0.0, ivec2(1, -1)).rgb * exposure;
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vec3 d = textureLodOffset(source, uv_interp, 0.0, ivec2(-1, 0)).rgb * exposure;
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vec3 e = color.rgb;
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vec3 f = textureLodOffset(source, uv_interp, 0.0, ivec2(1, 0)).rgb * exposure;
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vec3 g = textureLodOffset(source, uv_interp, 0.0, ivec2(-1, 1)).rgb * exposure;
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vec3 h = textureLodOffset(source, uv_interp, 0.0, ivec2(0, 1)).rgb * exposure;
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vec3 i = textureLodOffset(source, uv_interp, 0.0, ivec2(1, 1)).rgb * exposure;
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// Soft min and max.
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// a b c b
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// d e f * 0.5 + d e f * 0.5
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// g h i h
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// These are 2.0x bigger (factored out the extra multiply).
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vec3 min_rgb = min(min(min(d, e), min(f, b)), h);
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vec3 min_rgb2 = min(min(min(min_rgb, a), min(g, c)), i);
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min_rgb += min_rgb2;
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vec3 max_rgb = max(max(max(d, e), max(f, b)), h);
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vec3 max_rgb2 = max(max(max(max_rgb, a), max(g, c)), i);
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max_rgb += max_rgb2;
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// Smooth minimum distance to signal limit divided by smooth max.
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vec3 rcp_max_rgb = vec3(1.0) / max_rgb;
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vec3 amp_rgb = clamp((min(min_rgb, 2.0 - max_rgb) * rcp_max_rgb), 0.0, 1.0);
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// Shaping amount of sharpening.
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amp_rgb = inversesqrt(amp_rgb);
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float peak = 8.0 - 3.0 * sharpen_intensity;
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vec3 w_rgb = -vec3(1) / (amp_rgb * peak);
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vec3 rcp_weight_rgb = vec3(1.0) / (1.0 + 4.0 * w_rgb);
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// 0 w 0
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// Filter shape: w 1 w
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// 0 w 0
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vec3 window = b + d + f + h;
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return max(vec3(0.0), (window * w_rgb + e) * rcp_weight_rgb);
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}
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void main() {
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vec4 color = textureLod(source, uv_interp, 0.0f);
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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// Exposure
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float full_exposure = exposure;
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#ifdef USE_AUTO_EXPOSURE
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full_exposure /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
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#endif
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color.rgb *= full_exposure;
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#ifdef USE_FXAA
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// FXAA must be applied before tonemapping.
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color = apply_fxaa(color, full_exposure, uv_interp, pixel_size);
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#endif
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#ifdef USE_SHARPENING
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// CAS gives best results when applied after tonemapping, but `source` isn't tonemapped.
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// As a workaround, apply CAS before tonemapping so that the image still has a correct appearance when tonemapped.
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color.rgb = apply_cas(color.rgb, full_exposure, uv_interp, sharpen_intensity);
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#endif
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// 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.rgb = apply_tonemapping(color.rgb, white);
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|
|
|
#ifdef KEEP_3D_LINEAR
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|
// leave color as is (-> don't convert to SRGB)
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|
#else
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|
//need color clamping
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|
color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
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|
color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion (needs clamped values)
|
|
#endif
|
|
|
|
// Glow
|
|
|
|
#ifdef USING_GLOW
|
|
vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity;
|
|
|
|
// high dynamic range -> SRGB
|
|
glow = apply_tonemapping(glow, white);
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|
glow = clamp(glow, vec3(0.0f), vec3(1.0f));
|
|
glow = linear_to_srgb(glow);
|
|
|
|
color = apply_glow(color, glow);
|
|
#endif
|
|
|
|
// Additional effects
|
|
|
|
#ifdef USE_BCS
|
|
color.rgb = apply_bcs(color.rgb, bcs);
|
|
#endif
|
|
|
|
#ifdef USE_COLOR_CORRECTION
|
|
color.rgb = apply_color_correction(color.rgb, color_correction);
|
|
#endif
|
|
|
|
#ifdef USE_DEBANDING
|
|
// Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
|
|
// Otherwise, we're adding noise to an already-quantized image.
|
|
color.rgb += screen_space_dither(gl_FragCoord.xy);
|
|
#endif
|
|
|
|
#ifdef DISABLE_ALPHA
|
|
color.a = 1.0;
|
|
#endif
|
|
|
|
frag_color = color;
|
|
}
|