eaglercraft-1.8-workspace/desktopRuntime/resources/assets/eagler/glsl/deferred/post_tonemap.fsh
eaglercraft 573420e1b8 u24
2024-03-02 22:18:18 -08:00

58 lines
2.0 KiB
GLSL
Executable File

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