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										 |  |  | #version 450 | 
					
						
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							|  |  |  | #include "compiled.inc" | 
					
						
							|  |  |  | #include "std/tonemap.glsl" | 
					
						
							|  |  |  | #include "std/math.glsl" | 
					
						
							|  |  |  | #ifdef _CDOF | 
					
						
							|  |  |  | #include "std/dof.glsl" | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | #include "std/colorgrading.glsl" | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | uniform sampler2D tex; | 
					
						
							|  |  |  | #ifdef _CDepth | 
					
						
							|  |  |  | uniform sampler2D gbufferD; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CLensTex | 
					
						
							|  |  |  | uniform sampler2D lensTexture; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CLUT | 
					
						
							|  |  |  | uniform sampler2D lutTexture; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _AutoExposure | 
					
						
							|  |  |  | uniform sampler2D histogram; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | uniform vec3 globalWeight; | 
					
						
							|  |  |  | uniform vec3 globalTint; | 
					
						
							|  |  |  | uniform vec3 globalSaturation; | 
					
						
							|  |  |  | uniform vec3 globalContrast; | 
					
						
							|  |  |  | uniform vec3 globalGamma; | 
					
						
							|  |  |  | uniform vec3 globalGain; | 
					
						
							|  |  |  | uniform vec3 globalOffset; | 
					
						
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							|  |  |  | uniform vec3 shadowSaturation; | 
					
						
							|  |  |  | uniform vec3 shadowContrast; | 
					
						
							|  |  |  | uniform vec3 shadowGamma; | 
					
						
							|  |  |  | uniform vec3 shadowGain; | 
					
						
							|  |  |  | uniform vec3 shadowOffset; | 
					
						
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							|  |  |  | uniform vec3 midtoneSaturation; | 
					
						
							|  |  |  | uniform vec3 midtoneContrast; | 
					
						
							|  |  |  | uniform vec3 midtoneGamma; | 
					
						
							|  |  |  | uniform vec3 midtoneGain; | 
					
						
							|  |  |  | uniform vec3 midtoneOffset; | 
					
						
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							|  |  |  | uniform vec3 highlightSaturation; | 
					
						
							|  |  |  | uniform vec3 highlightContrast; | 
					
						
							|  |  |  | uniform vec3 highlightGamma; | 
					
						
							|  |  |  | uniform vec3 highlightGain; | 
					
						
							|  |  |  | uniform vec3 highlightOffset; | 
					
						
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							|  |  |  | uniform vec3 PPComp1; | 
					
						
							|  |  |  | uniform vec3 PPComp2; | 
					
						
							|  |  |  | uniform vec3 PPComp3; | 
					
						
							|  |  |  | uniform vec3 PPComp4; | 
					
						
							|  |  |  | uniform vec3 PPComp5; | 
					
						
							|  |  |  | uniform vec3 PPComp6; | 
					
						
							|  |  |  | uniform vec3 PPComp7; | 
					
						
							|  |  |  | uniform vec3 PPComp8; | 
					
						
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										 |  |  | uniform vec3 PPComp11; | 
					
						
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										 |  |  | uniform vec3 PPComp14; | 
					
						
							|  |  |  | uniform vec4 PPComp15; | 
					
						
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										 |  |  | uniform vec4 PPComp16; | 
					
						
							|  |  |  | uniform vec4 PPComp18; | 
					
						
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										 |  |  | #endif | 
					
						
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							|  |  |  | // #ifdef _CPos | 
					
						
							|  |  |  | // uniform vec3 eye; | 
					
						
							|  |  |  | // uniform vec3 eyeLook; | 
					
						
							|  |  |  | // #endif | 
					
						
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							|  |  |  | #ifdef _CGlare | 
					
						
							|  |  |  | uniform vec3 light; | 
					
						
							|  |  |  | uniform mat4 VP; | 
					
						
							|  |  |  | uniform vec3 eye; | 
					
						
							|  |  |  | uniform vec3 eyeLook; | 
					
						
							|  |  |  | uniform float aspectRatio; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CTexStep | 
					
						
							|  |  |  | uniform vec2 texStep; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CDistort | 
					
						
							|  |  |  | uniform float time; | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | #ifdef _CGrain | 
					
						
							|  |  |  | uniform float time; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _DynRes | 
					
						
							|  |  |  | uniform float dynamicScale; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CCameraProj | 
					
						
							|  |  |  | uniform vec2 cameraProj; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | in vec2 texCoord; | 
					
						
							|  |  |  | // #ifdef _CPos | 
					
						
							|  |  |  | 	// in vec3 viewRay; | 
					
						
							|  |  |  | // #endif | 
					
						
							|  |  |  | out vec4 fragColor; | 
					
						
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							|  |  |  | #ifdef _CFog | 
					
						
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										 |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		vec3 FogColor = vec3(PPComp18.x, PPComp18.y, PPComp18.z); | 
					
						
							|  |  |  | 		float FogAmountA = PPComp18.w; | 
					
						
							|  |  |  | 		float FogAmountB = PPComp11.z; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		vec3 FogColor = compoFogColor; | 
					
						
							|  |  |  | 		float FogAmountA = compoFogAmountA; | 
					
						
							|  |  |  | 		float FogAmountB = compoFogAmountB; | 
					
						
							|  |  |  | 	#endif | 
					
						
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										 |  |  | // const vec3 compoFogColor = vec3(0.5, 0.6, 0.7); | 
					
						
							|  |  |  | // const float compoFogAmountA = 1.0; // b = 0.01 | 
					
						
							|  |  |  | // const float compoFogAmountB = 1.0; // c = 0.1 | 
					
						
							|  |  |  | // vec3 applyFog(vec3 rgb, // original color of the pixel | 
					
						
							|  |  |  | 		 // float distance, // camera to point distance | 
					
						
							|  |  |  | 		 // vec3 rayOri, // camera position | 
					
						
							|  |  |  | 		 // vec3 rayDir) { // camera to point vector | 
					
						
							|  |  |  | 	// float fogAmount = compoFogAmountB * exp(-rayOri.y * compoFogAmountA) * (1.0 - exp(-distance * rayDir.y * compoFogAmountA)) / rayDir.y; | 
					
						
							|  |  |  | 	// return mix(rgb, compoFogColor, fogAmount); | 
					
						
							|  |  |  | // } | 
					
						
							|  |  |  | vec3 applyFog(vec3 rgb, float distance) { | 
					
						
							|  |  |  | 	// float fogAmount = 1.0 - exp(-distance * compoFogAmountA); | 
					
						
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										 |  |  | 	float fogAmount = 1.0 - exp(-distance * (FogAmountA / 100)); | 
					
						
							|  |  |  | 	return mix(rgb, FogColor, fogAmount); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | float ComputeEV100(const float aperture2, const float shutterTime, const float ISO) { | 
					
						
							|  |  |  |     return log2(aperture2 / shutterTime * 100.0 / ISO); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | float ConvertEV100ToExposure(float EV100) { | 
					
						
							|  |  |  |     return 1/0.8 * exp2(-EV100); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | float ComputeEV(float avgLuminance) { | 
					
						
							|  |  |  |     const float sqAperture = PPComp1[0].x * PPComp1.x; | 
					
						
							|  |  |  |     const float shutterTime = 1.0 / PPComp1.y; | 
					
						
							|  |  |  |     const float ISO = PPComp1.z; | 
					
						
							|  |  |  |     const float EC = PPComp2.x; | 
					
						
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							|  |  |  |     float EV100 = ComputeEV100(sqAperture, shutterTime, ISO); | 
					
						
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							|  |  |  |     return ConvertEV100ToExposure(EV100 - EC) * PI; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | vec4 LUTlookup(in vec4 textureColor, in sampler2D lookupTable) { | 
					
						
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							|  |  |  |     //Clamp to prevent weird results | 
					
						
							|  |  |  |     textureColor = clamp(textureColor, 0.0, 1.0); | 
					
						
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							|  |  |  |     mediump float blueColor = textureColor.b * 63.0; | 
					
						
							|  |  |  |     mediump vec2 quad1; | 
					
						
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							|  |  |  |     quad1.y = floor(floor(blueColor) / 8.0); | 
					
						
							|  |  |  |     quad1.x = floor(blueColor) - (quad1.y * 8.0); | 
					
						
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							|  |  |  |     mediump vec2 quad2; | 
					
						
							|  |  |  |     quad2.y = floor(ceil(blueColor) / 8.0); | 
					
						
							|  |  |  |     quad2.x = ceil(blueColor) - (quad2.y * 8.0); | 
					
						
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							|  |  |  |     highp vec2 texelPosition1; | 
					
						
							|  |  |  |     texelPosition1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r); | 
					
						
							|  |  |  |     texelPosition1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g); | 
					
						
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							|  |  |  |     highp vec2 texelPosition2; | 
					
						
							|  |  |  |     texelPosition2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r); | 
					
						
							|  |  |  |     texelPosition2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g); | 
					
						
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							|  |  |  |     lowp vec4 newColor1 = textureLod(lookupTable, texelPosition1, 0.0); | 
					
						
							|  |  |  |     lowp vec4 newColor2 = textureLod(lookupTable, texelPosition2, 0.0); | 
					
						
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							|  |  |  |     lowp vec4 colorGradedResult = mix(newColor1, newColor2, fract(blueColor)); | 
					
						
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							|  |  |  |     return colorGradedResult; | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | #ifdef _CVignette | 
					
						
							|  |  |  | float vignette() { | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		float strengthVignette = PPComp14.z; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		float strengthVignette = compoVignetteStrength; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	return (1.0 - strengthVignette) + strengthVignette * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CGlare | 
					
						
							|  |  |  | // Based on lense flare implementation by musk | 
					
						
							|  |  |  | // https://www.shadertoy.com/view/4sX3Rs | 
					
						
							|  |  |  | vec3 lensflare(vec2 uv, vec2 pos) { | 
					
						
							|  |  |  | 	vec2 uvd = uv * (length(uv)); | 
					
						
							|  |  |  | 	float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),0.0)*0.25; | 
					
						
							|  |  |  | 	float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),0.0)*0.23; | 
					
						
							|  |  |  | 	float f23 = max(1.0/(1.0+32.0*pow(length(uvd+0.9*pos),2.0)),0.0)*0.21; | 
					
						
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							|  |  |  | 	vec2 uvx = mix(uv, uvd, -0.5); | 
					
						
							|  |  |  | 	float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),0.0)*6.0; | 
					
						
							|  |  |  | 	float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),0.0)*5.0; | 
					
						
							|  |  |  | 	float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),0.0)*3.0; | 
					
						
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							|  |  |  | 	uvx = mix(uv, uvd, -0.4); | 
					
						
							|  |  |  | 	float f5 = max(0.01-pow(length(uvx+0.2*pos),5.5),0.0)*2.0; | 
					
						
							|  |  |  | 	float f52 = max(0.01-pow(length(uvx+0.4*pos),5.5),0.0)*2.0; | 
					
						
							|  |  |  | 	float f53 = max(0.01-pow(length(uvx+0.6*pos),5.5),0.0)*2.0; | 
					
						
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							|  |  |  | 	uvx = mix(uv, uvd, -0.5); | 
					
						
							|  |  |  | 	float f6 = max(0.01-pow(length(uvx-0.3*pos),1.6),0.0)*6.0; | 
					
						
							|  |  |  | 	float f62 = max(0.01-pow(length(uvx-0.325*pos),1.6),0.0)*3.0; | 
					
						
							|  |  |  | 	float f63 = max(0.01-pow(length(uvx-0.35*pos),1.6),0.0)*5.0; | 
					
						
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							|  |  |  | 	vec3 c = vec3(0.0); | 
					
						
							|  |  |  | 	c.r += f2 + f4 + f5 + f6; | 
					
						
							|  |  |  | 	c.g += f22 + f42 + f52 + f62; | 
					
						
							|  |  |  | 	c.b += f23 + f43 + f53 + f63; | 
					
						
							|  |  |  | 	return c; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | void main() { | 
					
						
							|  |  |  | 	vec2 texCo = texCoord; | 
					
						
							|  |  |  | #ifdef _DynRes | 
					
						
							|  |  |  | 	texCo *= dynamicScale; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CLetterbox | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		vec3 uColor = vec3(PPComp15.x, PPComp15.y, PPComp15.z); | 
					
						
							|  |  |  | 		float uSize = PPComp15.w; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		vec3 uColor = compoLetterboxColor; | 
					
						
							|  |  |  | 		float uSize = compoLetterboxSize; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	if (texCo.y < uSize || texCo.y > (1.0 - uSize)) { | 
					
						
							|  |  |  | 		fragColor.rgb = uColor; | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CFishEye | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		const float fishEyeStrength = -(PPComp2.y); | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		const float fishEyeStrength = -0.01; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	const vec2 m = vec2(0.5, 0.5); | 
					
						
							|  |  |  | 	vec2 d = texCo - m; | 
					
						
							|  |  |  | 	float r = sqrt(dot(d, d)); | 
					
						
							|  |  |  | 	float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * fishEyeStrength; | 
					
						
							|  |  |  | 	float bind; | 
					
						
							|  |  |  | 	if (power > 0.0) { bind = sqrt(dot(m, m)); } | 
					
						
							|  |  |  | 	else { bind = m.x; } | 
					
						
							|  |  |  | 	if (power > 0.0) { | 
					
						
							|  |  |  | 		texCo = m + normalize(d) * tan(r * power) * bind / tan(bind * power); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		texCo = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CDistort | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		float strengthDistort = PPComp14.x; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		float strengthDistort = compoDistortStrength; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	float uX = time * strengthDistort; | 
					
						
							|  |  |  | 	texCo.y = texCo.y + (sin(texCo.x*4.0+uX*2.0)*0.01); | 
					
						
							|  |  |  | 	texCo.x = texCo.x + (cos(texCo.y*4.0+uX*2.0)*0.01); | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CDepth | 
					
						
							|  |  |  | 	float depth = textureLod(gbufferD, texCo, 0.0).r * 2.0 - 1.0; | 
					
						
							|  |  |  | #endif | 
					
						
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							|  |  |  | #ifdef _CFXAA | 
					
						
							|  |  |  | 	const float FXAA_REDUCE_MIN = 1.0 / 128.0; | 
					
						
							|  |  |  | 	const float FXAA_REDUCE_MUL = 1.0 / 8.0; | 
					
						
							|  |  |  | 	const float FXAA_SPAN_MAX = 8.0; | 
					
						
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							|  |  |  | 	vec2 tcrgbNW = (texCo + vec2(-1.0, -1.0) * texStep); | 
					
						
							|  |  |  | 	vec2 tcrgbNE = (texCo + vec2(1.0, -1.0) * texStep); | 
					
						
							|  |  |  | 	vec2 tcrgbSW = (texCo + vec2(-1.0, 1.0) * texStep); | 
					
						
							|  |  |  | 	vec2 tcrgbSE = (texCo + vec2(1.0, 1.0) * texStep); | 
					
						
							|  |  |  | 	vec2 tcrgbM = vec2(texCo); | 
					
						
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							|  |  |  | 	vec3 rgbNW = textureLod(tex, tcrgbNW, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 rgbNE = textureLod(tex, tcrgbNE, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 rgbSW = textureLod(tex, tcrgbSW, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 rgbSE = textureLod(tex, tcrgbSE, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 rgbM  = textureLod(tex, tcrgbM, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 luma = vec3(0.299, 0.587, 0.114); | 
					
						
							|  |  |  | 	float lumaNW = dot(rgbNW, luma); | 
					
						
							|  |  |  | 	float lumaNE = dot(rgbNE, luma); | 
					
						
							|  |  |  | 	float lumaSW = dot(rgbSW, luma); | 
					
						
							|  |  |  | 	float lumaSE = dot(rgbSE, luma); | 
					
						
							|  |  |  | 	float lumaM  = dot(rgbM,  luma); | 
					
						
							|  |  |  | 	float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); | 
					
						
							|  |  |  | 	float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec2 dir; | 
					
						
							|  |  |  | 	dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); | 
					
						
							|  |  |  | 	dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * | 
					
						
							|  |  |  | 						  (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); | 
					
						
							|  |  |  | 	dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), | 
					
						
							|  |  |  | 			  max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), | 
					
						
							|  |  |  | 			  dir * rcpDirMin)) * texStep; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec3 rgbA = 0.5 * ( | 
					
						
							|  |  |  | 		textureLod(tex, texCo + dir * (1.0 / 3.0 - 0.5), 0.0).rgb + | 
					
						
							|  |  |  | 		textureLod(tex, texCo + dir * (2.0 / 3.0 - 0.5), 0.0).rgb); | 
					
						
							|  |  |  | 	vec3 rgbB = rgbA * 0.5 + 0.25 * ( | 
					
						
							|  |  |  | 		textureLod(tex, texCo + dir * -0.5, 0.0).rgb + | 
					
						
							|  |  |  | 		textureLod(tex, texCo + dir * 0.5, 0.0).rgb); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float lumaB = dot(rgbB, luma); | 
					
						
							|  |  |  | 	if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, 1.0); | 
					
						
							|  |  |  | 	else fragColor = vec4(rgbB, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	#ifdef _CDOF | 
					
						
							|  |  |  | 		#ifdef _CPostprocess | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			bool compoAutoFocus = false; | 
					
						
							|  |  |  | 			float compoDistance = PPComp3.x; | 
					
						
							|  |  |  | 			float compoLength = PPComp3.y; | 
					
						
							|  |  |  | 			float compoStop = PPComp3.z; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (PPComp2.z == 1){ | 
					
						
							|  |  |  | 				compoAutoFocus = true; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				compoAutoFocus = false; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, compoAutoFocus, compoDistance, compoLength, compoStop); | 
					
						
							|  |  |  | 		#else | 
					
						
							|  |  |  | 			fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, true, compoDOFDistance, compoDOFLength, compoDOFFstop); | 
					
						
							|  |  |  | 		#endif | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 	fragColor = textureLod(tex, texCo, 0.0); | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CSharpen | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 		float strengthSharpen = PPComp14.y;	 | 
					
						
							|  |  |  | 		vec3 SharpenColor = vec3(PPComp16.x, PPComp16.y, PPComp16.z);  | 
					
						
							|  |  |  | 		float SharpenSize = PPComp16.w; | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 	#else | 
					
						
							|  |  |  | 		float strengthSharpen = compoSharpenStrength; | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 		vec3 SharpenColor = compoSharpenColor; | 
					
						
							|  |  |  | 		float SharpenSize = compoSharpenSize; | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 	#endif | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 	vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * SharpenSize, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * SharpenSize, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * SharpenSize, 0.0).rgb; | 
					
						
							|  |  |  | 	vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * SharpenSize, 0.0).rgb; | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 	vec3 colavg = (col1 + col2 + col3 + col4) * 0.25; | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 	 | 
					
						
							|  |  |  | 	float edgeMagnitude = length(fragColor.rgb - colavg);  | 
					
						
							|  |  |  | 	fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0)); | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CFog | 
					
						
							|  |  |  | 	// if (depth < 1.0) { | 
					
						
							|  |  |  | 		// vec3 pos = getPos(depth, cameraProj); | 
					
						
							|  |  |  | 		// float dist = distance(pos, eye); | 
					
						
							|  |  |  | 		float dist = linearize(depth, cameraProj); | 
					
						
							|  |  |  | 		// vec3 eyedir = eyeLook;// normalize(eye + pos); | 
					
						
							|  |  |  | 		// fragColor.rgb = applyFog(fragColor.rgb, dist, eye, eyedir); | 
					
						
							|  |  |  | 		fragColor.rgb = applyFog(fragColor.rgb, dist); | 
					
						
							|  |  |  | 	// } | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CGlare | 
					
						
							|  |  |  | 	if (dot(light, eyeLook) > 0.0) { // Facing light | 
					
						
							|  |  |  | 		vec4 lndc = VP * vec4(light, 1.0); | 
					
						
							|  |  |  | 		lndc.xy /= lndc.w; | 
					
						
							|  |  |  | 		vec2 lss = lndc.xy * 0.5 + 0.5; | 
					
						
							|  |  |  | 		float lssdepth = linearize(textureLod(gbufferD, lss, 0.0).r * 2.0 - 1.0, cameraProj); | 
					
						
							|  |  |  | 		float lightDistance = distance(eye, light); | 
					
						
							|  |  |  | 		if (lightDistance <= lssdepth) { | 
					
						
							|  |  |  | 			vec2 lensuv = texCo * 2.0 - 1.0; | 
					
						
							|  |  |  | 			lensuv.x *= aspectRatio; | 
					
						
							|  |  |  | 			vec3 lensflarecol = vec3(1.4, 1.2, 1.0) * lensflare(lensuv, lndc.xy); | 
					
						
							|  |  |  | 			fragColor.rgb += lensflarecol; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CGrain | 
					
						
							|  |  |  | 	float x = (texCo.x + 4.0) * (texCo.y + 4.0) * (time * 10.0); | 
					
						
							|  |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * PPComp4.y; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * compoGrainStrength; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CGrainStatic | 
					
						
							|  |  |  | 	float x = (texCo.x + 4.0) * (texCo.y + 4.0) * 10.0; | 
					
						
							|  |  |  | 	fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * 0.09; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CVignette | 
					
						
							|  |  |  | 	fragColor.rgb *= vignette(); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CExposure | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		fragColor.rgb+=fragColor.rgb*PPComp8.x; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		fragColor.rgb+= fragColor.rgb*compoExposureStrength; | 
					
						
							|  |  |  | 	#endif | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | 	fragColor.rgb *= ComputeEV(0.0); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _AutoExposure | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 	#ifdef _CPostprocess | 
					
						
							|  |  |  | 		float AEStrength = PPComp8.y; | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		float AEStrength = autoExposureStrength; | 
					
						
							|  |  |  | 	#endif | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 	float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0); | 
					
						
							| 
									
										
										
										
											2025-06-02 18:15:45 +00:00
										 |  |  | 	fragColor.rgb *= pow(expo, AEStrength * 2.0); | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // Clamp color to get rid of INF values that don't work for the tone mapping below | 
					
						
							|  |  |  | // The max value is kind of arbitrary (16 bit float max * 0.5), but it should be large enough | 
					
						
							|  |  |  | fragColor.rgb = min(fragColor.rgb, 65504 * 0.5); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	#ifdef _CToneCustom | 
					
						
							|  |  |  | 		fragColor.rgb = clamp((fragColor.rgb * (PPComp4.z * fragColor.rgb + PPComp5.x)) / (fragColor.rgb * (PPComp5.y * fragColor.rgb + PPComp5.z) + PPComp6.x), 0.0, 1.0); | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		if(PPComp4.x == 0){ //Filmic 1 | 
					
						
							|  |  |  | 			fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 1){ //Filmic 2 | 
					
						
							|  |  |  | 			fragColor.rgb = acesFilm(fragColor.rgb); | 
					
						
							|  |  |  | 			fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 2){ //Reinhard | 
					
						
							|  |  |  | 			fragColor.rgb = tonemapReinhard(fragColor.rgb); | 
					
						
							|  |  |  | 			fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 3){ //Uncharted2 | 
					
						
							|  |  |  | 			fragColor.rgb = tonemapUncharted2(fragColor.rgb); | 
					
						
							|  |  |  | 			fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 			fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0); | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 4){ //None | 
					
						
							|  |  |  | 			fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 5){ //Non-Gamma / Linear | 
					
						
							|  |  |  | 			fragColor.rgb = fragColor.rgb; | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 6){ //HDP | 
					
						
							|  |  |  | 			vec3 x = fragColor.rgb - 0.004; | 
					
						
							|  |  |  | 			//vec3 x = max(0, fragColor.rgb - 0.004); | 
					
						
							|  |  |  | 			fragColor.rgb = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06); | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 7){ //Raw | 
					
						
							|  |  |  | 			vec4 vh = vec4(fragColor.rgb, 1); | 
					
						
							|  |  |  | 			vec4 va = (1.425 * vh) + 0.05; | 
					
						
							|  |  |  | 			vec4 vf = ((vh * va + 0.004) / ((vh * (va + 0.55) + 0.0491))) - 0.0821; | 
					
						
							|  |  |  | 			fragColor.rgb = vf.rgb / vf.www; | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 8){ //False Colors for luminance control | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec4 c = vec4(fragColor.r,fragColor.g,fragColor.b,0); //Linear without gamma | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec3 luminanceVector = vec3(0.2125, 0.7154, 0.0721); //Relative Luminance Vector | 
					
						
							|  |  |  | 			float luminance = dot(luminanceVector, c.xyz); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec3 maxLumColor = vec3(1,0,0); //High values (> 1.0) | 
					
						
							|  |  |  | 			//float maxLum = 2.0; Needs to read the highest pixel, but I don't know how to yet | 
					
						
							|  |  |  | 			//Probably easier with a histogram too, once it's it in place? | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec3 midLumColor = vec3(0,1,0); //Mid values (< 1.0) | 
					
						
							|  |  |  | 			float midLum = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vec3 minLumColor = vec3(0,0,1); //Low values (< 1.0) | 
					
						
							|  |  |  | 			float minLum = 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if(luminance < midLum){ | 
					
						
							|  |  |  | 				fragColor.rgb = mix(minLumColor, midLumColor, luminance); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				fragColor.rgb = mix(midLumColor, maxLumColor, luminance); | 
					
						
							|  |  |  | 			} | 
					
						
							| 
									
										
										
										
											2025-04-05 08:25:54 +00:00
										 |  |  | 		} else if (PPComp4.x == 9){ | 
					
						
							|  |  |  | 			fragColor.rgb = tonemapAgXSimple(fragColor.rgb); | 
					
						
							|  |  |  | 			fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 		} else if (PPComp4.x == 10){ | 
					
						
							|  |  |  | 			fragColor.rgb = tonemapAgXFull(fragColor.rgb); | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 		} else { | 
					
						
							|  |  |  | 			fragColor.rgb = vec3(0,1,0); //ERROR | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else | 
					
						
							|  |  |  | 	#ifdef _CToneFilmic | 
					
						
							|  |  |  | 		fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	#ifdef _CToneFilmic2 | 
					
						
							|  |  |  | 		fragColor.rgb = acesFilm(fragColor.rgb); | 
					
						
							|  |  |  | 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	#ifdef _CToneReinhard | 
					
						
							|  |  |  | 		fragColor.rgb = tonemapReinhard(fragColor.rgb); | 
					
						
							|  |  |  | 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	#ifdef _CToneUncharted | 
					
						
							|  |  |  | 		fragColor.rgb = tonemapUncharted2(fragColor.rgb); | 
					
						
							|  |  |  | 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 		fragColor.rgb = clamp(fragColor.rgb, 0.0, 2.2); | 
					
						
							|  |  |  | 	#endif | 
					
						
							| 
									
										
										
										
											2025-04-05 10:47:18 +00:00
										 |  |  | 	#ifdef _CToneAgXSimple | 
					
						
							|  |  |  | 		fragColor.rgb = tonemapAgXSimple(fragColor.rgb); | 
					
						
							|  |  |  | 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	#ifdef _CToneAgXFull | 
					
						
							|  |  |  | 		fragColor.rgb = tonemapAgXFull(fragColor.rgb); | 
					
						
							|  |  |  | 	#endif | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | 	#ifdef _CToneNone | 
					
						
							|  |  |  | 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | 	#ifdef _CToneCustom | 
					
						
							|  |  |  | 		fragColor.rgb = clamp((fragColor.rgb * (1 * fragColor.rgb + 1)) / (fragColor.rgb * (1 * fragColor.rgb + 1 ) + 1), 0.0, 1.0); | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CBW | 
					
						
							|  |  |  | 	// fragColor.rgb = vec3(clamp(dot(fragColor.rgb, fragColor.rgb), 0.0, 1.0)); | 
					
						
							|  |  |  | 	fragColor.rgb = vec3((fragColor.r * 0.3 + fragColor.g * 0.59 + fragColor.b * 0.11) / 3.0) * 2.5; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // #ifdef _CContrast | 
					
						
							|  |  |  | 	// -0.5 - 0.5 | 
					
						
							|  |  |  | 	// const float compoContrast = 0.2; | 
					
						
							|  |  |  | 	// fragColor.rgb = ((fragColor.rgb - 0.5) * max(compoContrast + 1.0, 0.0)) + 0.5; | 
					
						
							|  |  |  | // #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // #ifdef _CBrighness | 
					
						
							|  |  |  | 	// fragColor.rgb += compoBrightness; | 
					
						
							|  |  |  | // #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CPostprocess | 
					
						
							|  |  |  | 	//Global Values | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float factor = 1; | 
					
						
							|  |  |  | 		float colorTempK = globalWeight.x; | 
					
						
							|  |  |  | 		vec3 ColorTempRGB = ColorTemperatureToRGB(colorTempK); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float originalLuminance = Luminance(fragColor.rgb); | 
					
						
							|  |  |  | 		vec3 blended = mix(fragColor.rgb, fragColor.rgb * ColorTempRGB, factor); | 
					
						
							|  |  |  | 		vec3 resultHSL = RGBtoHSL(blended); | 
					
						
							|  |  |  | 		vec3 luminancePreservedRGB = HSLtoRGB(vec3(resultHSL.x, resultHSL.y, originalLuminance)); | 
					
						
							|  |  |  | 		fragColor = vec4(mix(blended, luminancePreservedRGB, LUMINANCE_PRESERVATION), 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mat3 CCSaturation = mat3 (													//Saturation | 
					
						
							|  |  |  | 			globalSaturation.r * shadowSaturation.r, globalSaturation.g * shadowSaturation.g, globalSaturation.b * shadowSaturation.b,				//Shadows + Global | 
					
						
							|  |  |  | 			globalSaturation.r * midtoneSaturation.r, globalSaturation.g * midtoneSaturation.g, globalSaturation.b * midtoneSaturation.b,				//Midtones + Global | 
					
						
							|  |  |  | 			globalSaturation.r * highlightSaturation.r, globalSaturation.g * highlightSaturation.g, globalSaturation.b * highlightSaturation.b				//Highlights + Global | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mat3 CCContrast = mat3 ( | 
					
						
							|  |  |  | 			globalContrast.r * shadowContrast.r, globalContrast.g * shadowContrast.g, globalContrast.b * shadowContrast.b,				//Shadows + Global | 
					
						
							|  |  |  | 			globalContrast.r * midtoneContrast.r, globalContrast.g * midtoneContrast.g, globalContrast.b * midtoneContrast.b,				//Midtones + Global | 
					
						
							|  |  |  | 			globalContrast.r * highlightContrast.r, globalContrast.g * highlightContrast.g, globalContrast.b * highlightContrast.b				//Highlights + Global | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mat3 CCGamma = mat3 ( | 
					
						
							|  |  |  | 			globalGamma.r * shadowGamma.r, globalGamma.g * shadowGamma.g, globalGamma.b * shadowGamma.b,				//Shadows + Global | 
					
						
							|  |  |  | 			globalGamma.r * midtoneGamma.r, globalGamma.g * midtoneGamma.g, globalGamma.b * midtoneGamma.b,				//Midtones + Global | 
					
						
							|  |  |  | 			globalGamma.r * highlightGamma.r, globalGamma.g * highlightGamma.g, globalGamma.b * highlightGamma.b				//Highlights + Global | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mat3 CCGain = mat3 ( | 
					
						
							|  |  |  | 			globalGain.r * shadowGain.r, globalGain.g * shadowGain.g, globalGain.b * shadowGain.b,				//Shadows + Global | 
					
						
							|  |  |  | 			globalGain.r * midtoneGain.r, globalGain.g * midtoneGain.g, globalGain.b * midtoneGain.b,				//Midtones + Global | 
					
						
							|  |  |  | 			globalGain.r * highlightGain.r, globalGain.g * highlightGain.g, globalGain.b * highlightGain.b			//Highlights + Global | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mat3 CCOffset = mat3 ( | 
					
						
							|  |  |  | 			globalOffset.r * shadowOffset.r, globalOffset.g * shadowOffset.g, globalOffset.b * shadowOffset.b,				//Shadows + Global | 
					
						
							|  |  |  | 			globalOffset.r * midtoneOffset.r, globalOffset.g * midtoneOffset.g, globalOffset.b * midtoneOffset.b,				//Midtones + Global | 
					
						
							|  |  |  | 			globalOffset.r * highlightOffset.r, globalOffset.g * highlightOffset.g, globalOffset.b	* highlightOffset.b			//Highlights + Global | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec2 ToneWeights = vec2(globalWeight.y, globalWeight.z); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		fragColor.rgb = FinalizeColorCorrection( | 
					
						
							|  |  |  | 			fragColor.rgb, | 
					
						
							|  |  |  | 			CCSaturation, | 
					
						
							|  |  |  | 			CCContrast, | 
					
						
							|  |  |  | 			CCGamma, | 
					
						
							|  |  |  | 			CCGain, | 
					
						
							|  |  |  | 			CCOffset, | 
					
						
							|  |  |  | 			ToneWeights | 
					
						
							|  |  |  | 		); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		//Tint | 
					
						
							|  |  |  | 		fragColor.rgb *= vec3(globalTint.r,globalTint.g,globalTint.b); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CLensTex | 
					
						
							|  |  |  | 	#ifdef _CLensTexMasking | 
					
						
							|  |  |  | 		vec4 scratches = texture(lensTexture, texCo); | 
					
						
							|  |  |  | 		vec3 scratchBlend = fragColor.rgb + scratches.rgb; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		#ifdef _CPostprocess | 
					
						
							|  |  |  | 			float centerMaxClip = PPComp6.y; | 
					
						
							|  |  |  | 			float centerMinClip = PPComp6.z; | 
					
						
							|  |  |  | 			float luminanceMax = PPComp7.x; | 
					
						
							|  |  |  | 			float luminanceMin = PPComp7.y; | 
					
						
							|  |  |  | 			float brightnessExp = PPComp7.z; | 
					
						
							|  |  |  | 		#else | 
					
						
							|  |  |  | 			float centerMaxClip = compoCenterMaxClip; | 
					
						
							|  |  |  | 			float centerMinClip = compoCenterMinClip; | 
					
						
							|  |  |  | 			float luminanceMax = compoLuminanceMax; | 
					
						
							|  |  |  | 			float luminanceMin = compoLuminanceMin; | 
					
						
							|  |  |  | 			float brightnessExp = compoBrightnessExponent; | 
					
						
							|  |  |  | 		#endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float center = smoothstep(centerMaxClip, centerMinClip, length(texCo - 0.5)); | 
					
						
							|  |  |  | 		float luminance = dot(fragColor.rgb, vec3(0.299, 0.587, 0.114)); | 
					
						
							|  |  |  | 		float brightnessMap = smoothstep(luminanceMax, luminanceMin, luminance * center); | 
					
						
							|  |  |  | 		fragColor.rgb = clamp(mix(fragColor.rgb, scratchBlend, brightnessMap * brightnessExp), 0, 1); | 
					
						
							|  |  |  | 	#else | 
					
						
							|  |  |  | 		fragColor.rgb += textureLod(lensTexture, texCo, 0.0).rgb; | 
					
						
							|  |  |  | 	#endif | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | //3D LUT Implementation from GPUGems 2 by Nvidia | 
					
						
							|  |  |  | //https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter24.html | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CLUT | 
					
						
							|  |  |  | 	fragColor = LUTlookup(fragColor, lutTexture); | 
					
						
							|  |  |  | #endif | 
					
						
							| 
									
										
										
										
											2025-04-07 21:14:52 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CDitheringBlueNoise | 
					
						
							|  |  |  | 	const float ditherStrength = ditherStrengthValue / 255.0; | 
					
						
							|  |  |  | 	float noise = ditherBlueNoiseStyle(gl_FragCoord.xy); | 
					
						
							|  |  |  | 	float noiseOffset = (noise - 0.5) * ditherStrength; | 
					
						
							|  |  |  | 	fragColor.rgb += noiseOffset; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CDitheringWhiteNoise | 
					
						
							|  |  |  | 	const float ditherStrength = ditherStrengthValue / 255.0; | 
					
						
							|  |  |  | 	float noise = ditherWhiteNoise(gl_FragCoord.xy); | 
					
						
							|  |  |  | 	float noiseOffset = (noise - 0.5) * ditherStrength; | 
					
						
							|  |  |  | 	fragColor.rgb += noiseOffset; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CDitheringOrderedBayer4x4 | 
					
						
							|  |  |  | 	const float ditherStrength = ditherStrengthValue / 255.0; | 
					
						
							|  |  |  | 	float noise = ditherOrderedBayer4x4(ivec2(gl_FragCoord.xy)); | 
					
						
							|  |  |  | 	float noiseOffset = (noise - 0.5) * ditherStrength; | 
					
						
							|  |  |  | 	fragColor.rgb += noiseOffset; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef _CDitheringOrderedBayer8x8 | 
					
						
							|  |  |  | 	const float ditherStrength = ditherStrengthValue / 255.0; | 
					
						
							|  |  |  | 	float noise = ditherOrderedBayer8x8(ivec2(gl_FragCoord.xy)); | 
					
						
							|  |  |  | 	float noiseOffset = (noise - 0.5) * ditherStrength; | 
					
						
							|  |  |  | 	fragColor.rgb += noiseOffset; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//fragColor.rgb = clamp(fragColor.rgb, 0.0, 1.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2025-01-22 16:18:30 +01:00
										 |  |  | } |