LNXSDK/leenkx/Shaders/std/tonemap.glsl

92 lines
2.8 KiB
GLSL

vec3 uncharted2Tonemap(const vec3 x) {
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
vec3 tonemapUncharted2(const vec3 color) {
const float W = 11.2;
const float exposureBias = 2.0;
vec3 curr = uncharted2Tonemap(exposureBias * color);
vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
return curr * whiteScale;
}
// Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75
vec3 tonemapFilmic(const vec3 color) {
vec3 x = max(vec3(0.0), color - 0.004);
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
}
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
vec3 acesFilm(const vec3 x) {
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0);
}
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) {
// TODO CORRECT AND OPTIMIZE
x = max(x, vec3(0.0));
float exposure = 0.6;
x *= exposure;
const vec3 AgX_A = vec3(0.92, 0.92, 0.72);
const vec3 AgX_B = vec3(0.24, 0.24, 0.36);
const vec3 AgX_C = vec3(0.92, 0.92, 0.72);
const vec3 AgX_D = vec3(0.24, 0.24, 0.36);
const vec3 AgX_E = vec3(0.08, 0.08, 0.12);
const vec3 AgX_F = vec3(0.0);
vec3 result = (x * (AgX_A * x + AgX_B)) / (x * (AgX_C * x + AgX_D) + AgX_E) + AgX_F;
float luma = dot(result, vec3(0.2126, 0.7152, 0.0722));
result = mix(vec3(luma), result, 0.6);
return clamp(result, vec3(0.0), vec3(1.0));
}
// 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));
}