2023-04-07 16:48:33 -07:00
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#line 2
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/*
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2023-12-12 01:22:54 -08:00
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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2023-04-07 16:48:33 -07:00
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*
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2023-12-12 01:22:54 -08:00
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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2023-04-07 16:48:33 -07:00
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_lightingHDRFramebufferTexture;
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uniform sampler2D u_framebufferLumaAvgInput;
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uniform sampler2D u_ditherTexture;
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uniform vec3 u_exposure3f;
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uniform vec2 u_ditherScale2f;
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void main() {
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float lumaHDR = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
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vec3 input3f = textureLod(u_lightingHDRFramebufferTexture, v_position2f, 0.0).rgb;
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2024-03-02 20:51:44 -08:00
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input3f /= (0.07 + clamp(lumaHDR * 6.0, 0.2, 4.0));
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2023-04-07 16:48:33 -07:00
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input3f *= u_exposure3f;
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// ACES, modified to approximate gamma correction
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const float a = 1.22;
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const float b = 1.78;
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const float c = 1.22;
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const float d = 1.79;
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const float e = 0.29;
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input3f = clamp((input3f * (a * input3f + b)) / (input3f * (c * input3f + d) + e), 0.0, 1.0);
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// desaturate a bit, makes it look like less of a cartoon
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float sat = 0.8;
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float luma = dot(input3f, vec3(0.299, 0.587, 0.114));
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input3f = (input3f - luma) * sat + luma;
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input3f += textureLod(u_ditherTexture, v_position2f * u_ditherScale2f, 0.0).r / 255.0;
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output4f = vec4(clamp(input3f, 0.0, 1.0), luma);
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}
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