690 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			690 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| #include "compiled.inc"
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| #include "std/tonemap.glsl"
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| #include "std/math.glsl"
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| #ifdef _CDOF
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| #include "std/dof.glsl"
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| #endif
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| #ifdef _CPostprocess
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| #include "std/colorgrading.glsl"
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| #endif
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| 
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| uniform sampler2D tex;
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| #ifdef _CDepth
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| uniform sampler2D gbufferD;
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| #endif
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| 
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| #ifdef _CLensTex
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| uniform sampler2D lensTexture;
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| #endif
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| 
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| #ifdef _CLUT
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| uniform sampler2D lutTexture;
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| #endif
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| 
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| #ifdef _AutoExposure
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| uniform sampler2D histogram;
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| #endif
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| 
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| #ifdef _CPostprocess
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| uniform vec3 globalWeight;
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| uniform vec3 globalTint;
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| uniform vec3 globalSaturation;
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| uniform vec3 globalContrast;
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| uniform vec3 globalGamma;
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| uniform vec3 globalGain;
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| uniform vec3 globalOffset;
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| 
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| uniform vec3 shadowSaturation;
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| uniform vec3 shadowContrast;
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| uniform vec3 shadowGamma;
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| uniform vec3 shadowGain;
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| uniform vec3 shadowOffset;
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| 
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| uniform vec3 midtoneSaturation;
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| uniform vec3 midtoneContrast;
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| uniform vec3 midtoneGamma;
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| uniform vec3 midtoneGain;
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| uniform vec3 midtoneOffset;
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| 
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| uniform vec3 highlightSaturation;
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| uniform vec3 highlightContrast;
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| uniform vec3 highlightGamma;
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| uniform vec3 highlightGain;
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| uniform vec3 highlightOffset;
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| 
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| uniform vec3 PPComp1;
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| uniform vec3 PPComp2;
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| uniform vec3 PPComp3;
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| uniform vec3 PPComp4;
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| uniform vec3 PPComp5;
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| uniform vec3 PPComp6;
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| uniform vec3 PPComp7;
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| uniform vec3 PPComp8;
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| uniform vec3 PPComp11;
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| uniform vec3 PPComp14;
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| uniform vec4 PPComp15;
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| uniform vec4 PPComp16;
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| uniform vec4 PPComp18;
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| #endif
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| 
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| // #ifdef _CPos
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| // uniform vec3 eye;
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| // uniform vec3 eyeLook;
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| // #endif
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| 
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| #ifdef _CGlare
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| uniform vec3 light;
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| uniform mat4 VP;
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| uniform vec3 eye;
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| uniform vec3 eyeLook;
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| uniform float aspectRatio;
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| #endif
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| 
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| #ifdef _CTexStep
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| uniform vec2 texStep;
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| #endif
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| 
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| #ifdef _CDistort
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| uniform float time;
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| #else
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| #ifdef _CGrain
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| uniform float time;
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| #endif
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| #endif
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| 
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| #ifdef _DynRes
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| uniform float dynamicScale;
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| #endif
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| 
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| #ifdef _CCameraProj
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| uniform vec2 cameraProj;
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| #endif
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| 
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| in vec2 texCoord;
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| // #ifdef _CPos
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| 	// in vec3 viewRay;
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| // #endif
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| out vec4 fragColor;
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| 
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| #ifdef _CFog
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| 	#ifdef _CPostprocess
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| 		vec3 FogColor = vec3(PPComp18.x, PPComp18.y, PPComp18.z);
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| 		float FogAmountA = PPComp18.w;
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| 		float FogAmountB = PPComp11.z;
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| 	#else
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| 		vec3 FogColor = compoFogColor;
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| 		float FogAmountA = compoFogAmountA;
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| 		float FogAmountB = compoFogAmountB;
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| 	#endif
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| 	
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| // const vec3 compoFogColor = vec3(0.5, 0.6, 0.7);
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| // const float compoFogAmountA = 1.0; // b = 0.01
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| // const float compoFogAmountB = 1.0; // c = 0.1
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| // vec3 applyFog(vec3 rgb, // original color of the pixel
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| 		 // float distance, // camera to point distance
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| 		 // vec3 rayOri, // camera position
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| 		 // vec3 rayDir) { // camera to point vector
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| 	// float fogAmount = compoFogAmountB * exp(-rayOri.y * compoFogAmountA) * (1.0 - exp(-distance * rayDir.y * compoFogAmountA)) / rayDir.y;
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| 	// return mix(rgb, compoFogColor, fogAmount);
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| // }
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| vec3 applyFog(vec3 rgb, float distance) {
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| 	// float fogAmount = 1.0 - exp(-distance * compoFogAmountA);
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| 	float fogAmount = 1.0 - exp(-distance * (FogAmountA / 100));
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| 	return mix(rgb, FogColor, fogAmount);
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| }
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| #endif
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| 
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| #ifdef _CPostprocess
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| float ComputeEV100(const float aperture2, const float shutterTime, const float ISO) {
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|     return log2(aperture2 / shutterTime * 100.0 / ISO);
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| }
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| float ConvertEV100ToExposure(float EV100) {
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|     return 1/0.8 * exp2(-EV100);
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| }
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| float ComputeEV(float avgLuminance) {
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|     const float sqAperture = PPComp1[0].x * PPComp1.x;
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|     const float shutterTime = 1.0 / PPComp1.y;
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|     const float ISO = PPComp1.z;
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|     const float EC = PPComp2.x;
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| 
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|     float EV100 = ComputeEV100(sqAperture, shutterTime, ISO);
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| 
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|     return ConvertEV100ToExposure(EV100 - EC) * PI;
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| }
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| #endif
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| 
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| vec4 LUTlookup(in vec4 textureColor, in sampler2D lookupTable) {
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| 
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|     //Clamp to prevent weird results
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|     textureColor = clamp(textureColor, 0.0, 1.0);
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| 
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|     mediump float blueColor = textureColor.b * 63.0;
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|     mediump vec2 quad1;
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| 
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|     quad1.y = floor(floor(blueColor) / 8.0);
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|     quad1.x = floor(blueColor) - (quad1.y * 8.0);
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| 
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|     mediump vec2 quad2;
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|     quad2.y = floor(ceil(blueColor) / 8.0);
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|     quad2.x = ceil(blueColor) - (quad2.y * 8.0);
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| 
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|     highp vec2 texelPosition1;
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|     texelPosition1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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|     texelPosition1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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| 
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|     highp vec2 texelPosition2;
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|     texelPosition2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);
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|     texelPosition2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);
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| 
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|     lowp vec4 newColor1 = textureLod(lookupTable, texelPosition1, 0.0);
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|     lowp vec4 newColor2 = textureLod(lookupTable, texelPosition2, 0.0);
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| 
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|     lowp vec4 colorGradedResult = mix(newColor1, newColor2, fract(blueColor));
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| 
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|     return colorGradedResult;
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| 
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| }
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| 
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| #ifdef _CVignette
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| float vignette() {
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| 	#ifdef _CPostprocess
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| 		float strengthVignette = PPComp14.z;
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| 	#else
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| 		float strengthVignette = compoVignetteStrength;
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| 	#endif
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| 	return (1.0 - strengthVignette) + strengthVignette * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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| }
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| #endif
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| 
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| #ifdef _CGlare
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| // Based on lense flare implementation by musk
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| // https://www.shadertoy.com/view/4sX3Rs
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| vec3 lensflare(vec2 uv, vec2 pos) {
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| 	vec2 uvd = uv * (length(uv));
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| 	float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),0.0)*0.25;
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| 	float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),0.0)*0.23;
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| 	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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| 
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| 	vec2 uvx = mix(uv, uvd, -0.5);
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| 	float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),0.0)*6.0;
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| 	float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),0.0)*5.0;
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| 	float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),0.0)*3.0;
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| 
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| 	uvx = mix(uv, uvd, -0.4);
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| 	float f5 = max(0.01-pow(length(uvx+0.2*pos),5.5),0.0)*2.0;
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| 	float f52 = max(0.01-pow(length(uvx+0.4*pos),5.5),0.0)*2.0;
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| 	float f53 = max(0.01-pow(length(uvx+0.6*pos),5.5),0.0)*2.0;
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| 
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| 	uvx = mix(uv, uvd, -0.5);
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| 	float f6 = max(0.01-pow(length(uvx-0.3*pos),1.6),0.0)*6.0;
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| 	float f62 = max(0.01-pow(length(uvx-0.325*pos),1.6),0.0)*3.0;
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| 	float f63 = max(0.01-pow(length(uvx-0.35*pos),1.6),0.0)*5.0;
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| 
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| 	vec3 c = vec3(0.0);
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| 	c.r += f2 + f4 + f5 + f6;
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| 	c.g += f22 + f42 + f52 + f62;
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| 	c.b += f23 + f43 + f53 + f63;
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| 	return c;
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| }
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| #endif
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| 
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| void main() {
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| 	vec2 texCo = texCoord;
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| #ifdef _DynRes
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| 	texCo *= dynamicScale;
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| #endif
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| 
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| #ifdef _CLetterbox
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| 	#ifdef _CPostprocess
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| 		vec3 uColor = vec3(PPComp15.x, PPComp15.y, PPComp15.z);
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| 		float uSize = PPComp15.w;
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| 	#else
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| 		vec3 uColor = compoLetterboxColor;
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| 		float uSize = compoLetterboxSize;
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| 	#endif
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| 	if (texCo.y < uSize || texCo.y > (1.0 - uSize)) {
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| 		fragColor.rgb = uColor;
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| 		return;
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| 	}
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| #endif
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| 
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| #ifdef _CFishEye
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| 	#ifdef _CPostprocess
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| 		const float fishEyeStrength = -(PPComp2.y);
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| 	#else
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| 		const float fishEyeStrength = -0.01;
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| 	#endif
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| 	const vec2 m = vec2(0.5, 0.5);
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| 	vec2 d = texCo - m;
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| 	float r = sqrt(dot(d, d));
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| 	float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * fishEyeStrength;
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| 	float bind;
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| 	if (power > 0.0) { bind = sqrt(dot(m, m)); }
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| 	else { bind = m.x; }
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| 	if (power > 0.0) {
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| 		texCo = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
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| 	}
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| 	else {
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| 		texCo = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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| 	}
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| #endif
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| 
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| #ifdef _CDistort
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| 	#ifdef _CPostprocess
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| 		float strengthDistort = PPComp14.x;
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| 	#else
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| 		float strengthDistort = compoDistortStrength;
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| 	#endif
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| 	float uX = time * strengthDistort;
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| 	texCo.y = texCo.y + (sin(texCo.x*4.0+uX*2.0)*0.01);
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| 	texCo.x = texCo.x + (cos(texCo.y*4.0+uX*2.0)*0.01);
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| #endif
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| 
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| #ifdef _CDepth
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| 	float depth = textureLod(gbufferD, texCo, 0.0).r * 2.0 - 1.0;
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| #endif
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| 
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| #ifdef _CFXAA
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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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| 
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| 	vec2 tcrgbNW = (texCo + vec2(-1.0, -1.0) * texStep);
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| 	vec2 tcrgbNE = (texCo + vec2(1.0, -1.0) * texStep);
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| 	vec2 tcrgbSW = (texCo + vec2(-1.0, 1.0) * texStep);
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| 	vec2 tcrgbSE = (texCo + vec2(1.0, 1.0) * texStep);
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| 	vec2 tcrgbM = vec2(texCo);
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| 
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| 	vec3 rgbNW = textureLod(tex, tcrgbNW, 0.0).rgb;
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| 	vec3 rgbNE = textureLod(tex, tcrgbNE, 0.0).rgb;
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| 	vec3 rgbSW = textureLod(tex, tcrgbSW, 0.0).rgb;
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| 	vec3 rgbSE = textureLod(tex, tcrgbSE, 0.0).rgb;
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| 	vec3 rgbM  = textureLod(tex, tcrgbM, 0.0).rgb;
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| 	vec3 luma = vec3(0.299, 0.587, 0.114);
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| 	float lumaNW = dot(rgbNW, luma);
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| 	float lumaNE = dot(rgbNE, luma);
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| 	float lumaSW = dot(rgbSW, luma);
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| 	float lumaSE = dot(rgbSE, luma);
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| 	float lumaM  = dot(rgbM,  luma);
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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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| 
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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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| 
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| 	float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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| 						  (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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| 
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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)) * texStep;
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| 
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| 	vec3 rgbA = 0.5 * (
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| 		textureLod(tex, texCo + dir * (1.0 / 3.0 - 0.5), 0.0).rgb +
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| 		textureLod(tex, texCo + dir * (2.0 / 3.0 - 0.5), 0.0).rgb);
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| 	vec3 rgbB = rgbA * 0.5 + 0.25 * (
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| 		textureLod(tex, texCo + dir * -0.5, 0.0).rgb +
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| 		textureLod(tex, texCo + dir * 0.5, 0.0).rgb);
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| 
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| 	float lumaB = dot(rgbB, luma);
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| 	if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, 1.0);
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| 	else fragColor = vec4(rgbB, 1.0);
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| 
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| #else
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| 
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| 	#ifdef _CDOF
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| 		#ifdef _CPostprocess
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| 
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| 			bool compoAutoFocus = false;
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| 			float compoDistance = PPComp3.x;
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| 			float compoLength = PPComp3.y;
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| 			float compoStop = PPComp3.z;
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| 
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| 			if (PPComp2.z == 1){
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| 				compoAutoFocus = true;
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| 			} else {
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| 				compoAutoFocus = false;
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| 			}
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| 
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| 			fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, compoAutoFocus, compoDistance, compoLength, compoStop);
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| 		#else
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| 			fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj, true, compoDOFDistance, compoDOFLength, compoDOFFstop);
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| 		#endif
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| 	#else
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| 	fragColor = textureLod(tex, texCo, 0.0);
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| 	#endif
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| 
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| #endif
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| 
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| #ifdef _CSharpen
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| 	#ifdef _CPostprocess
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| 		float strengthSharpen = PPComp14.y;	
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| 		vec3 SharpenColor = vec3(PPComp16.x, PPComp16.y, PPComp16.z); 
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| 		float SharpenSize = PPComp16.w;
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| 	#else
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| 		float strengthSharpen = compoSharpenStrength;
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| 		vec3 SharpenColor = compoSharpenColor;
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| 		float SharpenSize = compoSharpenSize;
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| 	#endif
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| 	vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
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| 	vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
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| 	vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
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| 	vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
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| 	vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
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| 	
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| 	float edgeMagnitude = length(fragColor.rgb - colavg); 
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| 	fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0));
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| #endif
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| 
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| #ifdef _CFog
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| 	// if (depth < 1.0) {
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| 		// vec3 pos = getPos(depth, cameraProj);
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| 		// float dist = distance(pos, eye);
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| 		float dist = linearize(depth, cameraProj);
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| 		// vec3 eyedir = eyeLook;// normalize(eye + pos);
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| 		// fragColor.rgb = applyFog(fragColor.rgb, dist, eye, eyedir);
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| 		fragColor.rgb = applyFog(fragColor.rgb, dist);
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| 	// }
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| #endif
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| 
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| #ifdef _CGlare
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| 	if (dot(light, eyeLook) > 0.0) { // Facing light
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| 		vec4 lndc = VP * vec4(light, 1.0);
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| 		lndc.xy /= lndc.w;
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| 		vec2 lss = lndc.xy * 0.5 + 0.5;
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| 		float lssdepth = linearize(textureLod(gbufferD, lss, 0.0).r * 2.0 - 1.0, cameraProj);
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| 		float lightDistance = distance(eye, light);
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| 		if (lightDistance <= lssdepth) {
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| 			vec2 lensuv = texCo * 2.0 - 1.0;
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| 			lensuv.x *= aspectRatio;
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| 			vec3 lensflarecol = vec3(1.4, 1.2, 1.0) * lensflare(lensuv, lndc.xy);
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| 			fragColor.rgb += lensflarecol;
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| 		}
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| 	}
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| #endif
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| 
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| #ifdef _CGrain
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| 	float x = (texCo.x + 4.0) * (texCo.y + 4.0) * (time * 10.0);
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| 	#ifdef _CPostprocess
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| 		fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * PPComp4.y;
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| 	#else
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| 		fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * compoGrainStrength;
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| 	#endif
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| #endif
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| 
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| #ifdef _CGrainStatic
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| 	float x = (texCo.x + 4.0) * (texCo.y + 4.0) * 10.0;
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| 	fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * 0.09;
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| #endif
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| 
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| #ifdef _CVignette
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| 	fragColor.rgb *= vignette();
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| #endif
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| 
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| #ifdef _CExposure
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| 	#ifdef _CPostprocess
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| 		fragColor.rgb+=fragColor.rgb*PPComp8.x;
 | |
| 	#else
 | |
| 		fragColor.rgb+= fragColor.rgb*compoExposureStrength;
 | |
| 	#endif
 | |
| #endif
 | |
| 
 | |
| #ifdef _CPostprocess
 | |
| 	fragColor.rgb *= ComputeEV(0.0);
 | |
| #endif
 | |
| 
 | |
| #ifdef _AutoExposure
 | |
| 	#ifdef _CPostprocess
 | |
| 		float AEStrength = PPComp8.y;
 | |
| 	#else
 | |
| 		float AEStrength = autoExposureStrength;
 | |
| 	#endif
 | |
| 	float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
 | |
| 	fragColor.rgb *= pow(expo, AEStrength * 2.0);
 | |
| #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);
 | |
| 			}
 | |
| 		} 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);
 | |
| 		} 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
 | |
| 	#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
 | |
| 	#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
 | |
| 
 | |
| 
 | |
| #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);
 | |
| 
 | |
| 
 | |
| }
 |