Common.MatDefs.Post.ToneMap.frag Maven / Gradle / Ivy
#extension GL_ARB_texture_multisample : enable
#import "Common/ShaderLib/GLSLCompat.glsllib"
vec3 FilmicCurve(in vec3 x) {
const float A = 0.22;
const float B = 0.30;
const float C = 0.10;
const float D = 0.20;
const float E = 0.01;
const float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
// whitePoint should be 11.2
vec3 ToneMap_Filmic(vec3 color, vec3 whitePoint) {
return FilmicCurve(color) / FilmicCurve(whitePoint);
}
uniform vec3 m_WhitePoint;
varying vec2 texCoord;
#ifdef NUM_SAMPLES
uniform sampler2DMS m_Texture;
vec4 ToneMap_TextureFilmic() {
ivec2 iTexC = ivec2(texCoord * vec2(textureSize(m_Texture)));
vec4 color = vec4(0.0);
for (int i = 0; i < NUM_SAMPLES; i++) {
vec4 hdrColor = texelFetch(m_Texture, iTexC, i);
vec3 ldrColor = FilmicCurve(hdrColor.rgb);
color += vec4(ldrColor, hdrColor.a);
}
color.rgb /= FilmicCurve(m_WhitePoint);
return color / float(NUM_SAMPLES);
}
#else
uniform sampler2D m_Texture;
vec4 ToneMap_TextureFilmic() {
vec4 texVal = texture2D(m_Texture, texCoord);
return vec4(ToneMap_Filmic(texVal.rgb, m_WhitePoint), texVal.a);
}
#endif
void main() {
gl_FragColor = ToneMap_TextureFilmic();
}
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