phoenix-firestorm/indra/newview/app_settings/shaders/class1/deferred/tonemapUtilF.glsl

181 lines
4.6 KiB
GLSL

/**
* @file postDeferredTonemap.glsl
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
uniform sampler2D exposureMap;
uniform vec2 screen_res;
in vec2 vary_fragcoord;
//===============================================================
// tone mapping taken from Khronos sample implementation
//===============================================================
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
const mat3 ACESInputMat = mat3
(
0.59719, 0.07600, 0.02840,
0.35458, 0.90834, 0.13383,
0.04823, 0.01566, 0.83777
);
// ODT_SAT => XYZ => D60_2_D65 => sRGB
const mat3 ACESOutputMat = mat3
(
1.60475, -0.10208, -0.00327,
-0.53108, 1.10813, -0.07276,
-0.07367, -0.00605, 1.07602
);
// ACES tone map (faster approximation)
// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
vec3 toneMapACES_Narkowicz(vec3 color)
{
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((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}
// ACES filmic tone map approximation
// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
vec3 RRTAndODTFit(vec3 color)
{
vec3 a = color * (color + 0.0245786) - 0.000090537;
vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
return a / b;
}
// tone mapping
vec3 toneMapACES_Hill(vec3 color)
{
color = ACESInputMat * color;
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = ACESOutputMat * color;
// Clamp to [0, 1]
color = clamp(color, 0.0, 1.0);
return color;
}
// Khronos Neutral tonemapping
// https://github.com/KhronosGroup/ToneMapping/tree/main
// Input color is non-negative and resides in the Linear Rec. 709 color space.
// Output color is also Linear Rec. 709, but in the [0, 1] range.
vec3 PBRNeutralToneMapping( vec3 color )
{
const float startCompression = 0.8 - 0.04;
const float desaturation = 0.15;
float x = min(color.r, min(color.g, color.b));
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
color -= offset;
float peak = max(color.r, max(color.g, color.b));
if (peak < startCompression) return color;
const float d = 1. - startCompression;
float newPeak = 1. - d * d / (peak + d - startCompression);
color *= newPeak / peak;
float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
return mix(color, newPeak * vec3(1, 1, 1), g);
}
uniform float exposure;
uniform float tonemap_mix;
uniform int tonemap_type;
vec3 toneMap(vec3 color)
{
#ifndef NO_POST
float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
color *= exposure * exp_scale;
vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0));
switch(tonemap_type)
{
case 0:
color = PBRNeutralToneMapping(color);
break;
case 1:
color = toneMapACES_Hill(color);
break;
}
// mix tonemapped and linear here to provide adjustment
color = mix(clamped_color, color, tonemap_mix);
#endif
return color;
}
vec3 toneMapNoExposure(vec3 color)
{
#ifndef NO_POST
vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0));
switch(tonemap_type)
{
case 0:
color = PBRNeutralToneMapping(color);
break;
case 1:
color = toneMapACES_Hill(color);
break;
}
// mix tonemapped and linear here to provide adjustment
color = mix(clamped_color, color, tonemap_mix);
#endif
return color;
}
//===============================================================
void debugExposure(inout vec3 color)
{
float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
exp_scale *= 0.5;
if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
{
color = vec3(1,0,0);
}
}