Update leenkx/Shaders/std/tonemap.glsl
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@ -41,14 +41,20 @@ vec3 tonemapReinhard(const vec3 color) {
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// AGX Simple
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vec3 tonemapAgXSimple(vec3 x) {
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const vec3 AgX_A = vec3(0.5, 0.5, 0.5);
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const vec3 AgX_B = vec3(0.5, 0.5, 0.5);
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const vec3 AgX_C = vec3(1.0, 1.0, 1.0);
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const vec3 AgX_D = vec3(0.0, 0.0, 0.0);
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const vec3 AgX_E = vec3(0.0, 0.0, 0.0);
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const vec3 AgX_F = vec3(1.0, 1.0, 1.0);
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return (x * (AgX_A * x + AgX_B)) / (x * (AgX_C * x + AgX_D) + AgX_E) + AgX_F;
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// TODO CORRECT AND OPTIMIZE
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x = max(x, vec3(0.0));
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float exposure = 0.6;
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x *= exposure;
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const vec3 AgX_A = vec3(0.92, 0.92, 0.72);
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const vec3 AgX_B = vec3(0.24, 0.24, 0.36);
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const vec3 AgX_C = vec3(0.92, 0.92, 0.72);
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const vec3 AgX_D = vec3(0.24, 0.24, 0.36);
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const vec3 AgX_E = vec3(0.08, 0.08, 0.12);
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const vec3 AgX_F = vec3(0.0);
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vec3 result = (x * (AgX_A * x + AgX_B)) / (x * (AgX_C * x + AgX_D) + AgX_E) + AgX_F;
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float luma = dot(result, vec3(0.2126, 0.7152, 0.0722));
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result = mix(vec3(luma), result, 0.6);
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return clamp(result, vec3(0.0), vec3(1.0));
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}
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// AGX Full Contrast Approx
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