From aae64aa8f8284b6960d855e51c2adb38353bff47 Mon Sep 17 00:00:00 2001 From: Onek8 Date: Sat, 5 Apr 2025 08:12:43 +0000 Subject: [PATCH] Update leenkx/Shaders/std/tonemap.glsl --- leenkx/Shaders/std/tonemap.glsl | 49 ++++++++++++++++++++++++++++++++- 1 file changed, 48 insertions(+), 1 deletion(-) diff --git a/leenkx/Shaders/std/tonemap.glsl b/leenkx/Shaders/std/tonemap.glsl index a2ce7eb..d68a150 100644 --- a/leenkx/Shaders/std/tonemap.glsl +++ b/leenkx/Shaders/std/tonemap.glsl @@ -1,4 +1,3 @@ - vec3 uncharted2Tonemap(const vec3 x) { const float A = 0.15; const float B = 0.50; @@ -36,3 +35,51 @@ vec3 acesFilm(const vec3 x) { vec3 tonemapReinhard(const vec3 color) { return color / (color + vec3(1.0)); } + +// Blender AgX Implementation +// Troy Sobotka https://github.com/sobotka/AgX + +// AGX Simple +vec3 tonemapAgXSimple(vec3 x) { + const vec3 AgX_A = vec3(0.5, 0.5, 0.5); + const vec3 AgX_B = vec3(0.5, 0.5, 0.5); + const vec3 AgX_C = vec3(1.0, 1.0, 1.0); + const vec3 AgX_D = vec3(0.0, 0.0, 0.0); + const vec3 AgX_E = vec3(0.0, 0.0, 0.0); + const vec3 AgX_F = vec3(1.0, 1.0, 1.0); + + return (x * (AgX_A * x + AgX_B)) / (x * (AgX_C * x + AgX_D) + AgX_E) + AgX_F; +} + +// AGX Full Contrast Approx +vec3 agxDefaultContrastApprox(vec3 x) { + vec3 x2 = x * x; + vec3 x4 = x2 * x2; + return + 15.5 * x4 * x2 + - 40.14 * x4 * x + + 31.96 * x4 + - 6.868 * x2 * x + + 0.4298 * x2 + + 0.1191 * x + - 0.00232; +} +// AGX Full Look +vec3 agxLook(vec3 x, float strength) { + const vec3 slope = vec3(1.0); + const vec3 power = vec3(1.35); + const vec3 sat = vec3(1.4); + vec3 lw = vec3(0.2126, 0.7152, 0.0722); + float luma = dot(x, lw); + return pow(x * slope, power) * sat - (pow(luma * slope, power) * (sat - 1.0)); +} + +// AGX Full +vec3 tonemapAgXFull(vec3 x) { + // x *= 2.0 * (1.0/0.8); // Brightness scale to match Blender's default + x = clamp(x, 0.0, 65504.0); + x = log2(x + 1.0); + x = agxDefaultContrastApprox(clamp(x * 0.5 - 10.5, -12.0, 12.0)); + x = mix(x, agxLook(x, 0.5), 0.5); + x = clamp(x, 0.0, 1.0); + return pow(x, vec3(1.0/2.2)); +}