forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			143 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| vec3 uncharted2Tonemap(const vec3 x) {
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| 	const float A = 0.15;
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| 	const float B = 0.50;
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| 	const float C = 0.10;
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| 	const float D = 0.20;
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| 	const float E = 0.02;
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| 	const float F = 0.30;
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| 	return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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| }
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| 
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| vec3 tonemapUncharted2(const vec3 color) {
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| 	const float W = 11.2;
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| 	const float exposureBias = 2.0;
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|     // TODO - Find out why black world value of 0.0,0.0,0.0 turns to white pixels
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| 	if (dot(color, color) < 0.001) return vec3(0.001);
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| 	vec3 curr = uncharted2Tonemap(exposureBias * color);
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| 	vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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| 	return curr * whiteScale;
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| }
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| 
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| // Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75
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| vec3 tonemapFilmic(const vec3 color) {
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| 	vec3 x = max(vec3(0.0), color - 0.004);
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| 	return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06);
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| }
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| 
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| // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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| vec3 acesFilm(const vec3 x) {
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|     const float a = 2.51;
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|     const float b = 0.03;
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|     const float c = 2.43;
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|     const float d = 0.59;
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|     const float e = 0.14;
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|     return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0);
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| }
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| 
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| vec3 tonemapReinhard(const vec3 color) {
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| 	return color / (color + vec3(1.0));
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| }
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| 
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| // Blender AgX Implementation 
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| // Troy Sobotka https://github.com/sobotka/AgX
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| 
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| // AGX Simple
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| vec3 tonemapAgXSimple(vec3 x) {
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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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| 
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| // AGX Full Contrast Approx
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| vec3 agxDefaultContrastApprox(vec3 x) {
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|     vec3 x2 = x * x;
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|     vec3 x4 = x2 * x2;
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|     return + 15.5     * x4 * x2
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|            - 40.14    * x4 * x
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|            + 31.96    * x4
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|            - 6.868    * x2 * x
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|            + 0.4298   * x2
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|            + 0.1191   * x
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|            - 0.00232;
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| }
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| // AGX Full Look
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| vec3 agxLook(vec3 x, float strength) {
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|     const vec3 slope = vec3(1.0);
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|     const vec3 power = vec3(1.35);
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|     const vec3 sat = vec3(1.4);
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|     vec3 lw = vec3(0.2126, 0.7152, 0.0722);
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|     float luma = dot(x, lw);
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|     return pow(x * slope, power) * sat - (pow(luma * slope, power) * (sat - 1.0));
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| }
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| 
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| // AGX Full
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| vec3 tonemapAgXFull(vec3 x) {
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|     // x *= 2.0 * (1.0/0.8); // Brightness scale to match Blender's default
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|     x = clamp(x, 0.0, 65504.0);
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|     x = log2(x + 1.0);
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|     x = agxDefaultContrastApprox(clamp(x * 0.5 - 10.5, -12.0, 12.0));    
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|     x = mix(x, agxLook(x, 0.5), 0.5);
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|     x = clamp(x, 0.0, 1.0);
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|     return pow(x, vec3(1.0/2.2)); 
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| }
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| 
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| 
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| // Interleaved Gradient Noise (Pseudo-random, AKA Blue Noise style)
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| // Based on http://momentsingraphics.de/BlueNoise.html
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| float ditherBlueNoiseStyle(vec2 p) {
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|     return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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| }
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| 
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| // White Noise Dithering
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| float ditherWhiteNoise(vec2 p) {
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|     return fract(sin(dot(p, vec2(12.9898, 4.1414))) * 43758.5453);
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| }
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| 
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| // Ordered Dithering (4x4 Bayer Matrix)
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| float ditherOrderedBayer4x4(ivec2 p) {
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|     const float bayer[16] = float[16](
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|          0.0,  8.0,  2.0, 10.0,
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|         12.0,  4.0, 14.0,  6.0,
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|          3.0, 11.0,  1.0,  9.0,
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|         15.0,  7.0, 13.0,  5.0
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|     );
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|     int index = (p.x % 4) * 4 + (p.y % 4);
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|     return bayer[index] / 16.0;
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| }
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| 
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| // Ordered Dithering (8x8 Bayer Matrix)
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| float ditherOrderedBayer8x8(ivec2 p) {
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|     const float bayer8x8[64] = float[64](
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|          0.0, 32.0,  8.0, 40.0,  2.0, 34.0, 10.0, 42.0,
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|         48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
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|         12.0, 44.0,  4.0, 36.0, 14.0, 46.0,  6.0, 38.0,
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|         60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
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|          3.0, 35.0, 11.0, 43.0,  1.0, 33.0,  9.0, 41.0,
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|         51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
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|         15.0, 47.0,  7.0, 39.0, 13.0, 45.0,  5.0, 37.0,
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|         63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
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|     );
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|     int index = (p.x % 8) * 8 + (p.y % 8);
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|     return bayer8x8[index] / 64.0;
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| }
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| 
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| 
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| //vec3 applyDither(vec3 color, vec2 screenCoord) {
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| //    float quantizationLevels = 255.0;
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| //    float noise = randomDither(screenCoord);
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| //    float noiseOffset = (noise - 0.5) / quantizationLevels;
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| //    vec3 ditheredColor = color + noiseOffset;
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| //    return clamp(ditheredColor, 0.0, 1.0);
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| //}
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