mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
178 lines
5.9 KiB
Plaintext
Executable file
178 lines
5.9 KiB
Plaintext
Executable file
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float MAP1;
|
|
float MAP2;
|
|
float SPLIT_LINE;
|
|
} params;
|
|
|
|
#pragma parameter MAP1 "Tone Map Method Left" 0.0 0.0 7.0 1.0
|
|
#define MAP1 params.MAP1
|
|
|
|
#pragma parameter MAP2 "Tone Map Method Right" 0.0 0.0 7.0 1.0
|
|
#define MAP2 params.MAP2
|
|
|
|
#pragma parameter SPLIT_LINE "Split Location" 0.5 0.0 1.0 0.05
|
|
#define SPLIT_LINE params.SPLIT_LINE
|
|
|
|
// uncomment one of the following lines to divide the screen into
|
|
// sections using each tonemapping method or do splitscreen comparison
|
|
// #define HORIZ_BANDS
|
|
// #define VERT_BANDS
|
|
#define SPLITSCREEN
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
/*
|
|
This shader experiments the effect of different tone mapping operators.
|
|
This is still a work in progress.
|
|
More info:
|
|
http://slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
|
|
http://filmicgames.com/archives/75
|
|
http://filmicgames.com/archives/183
|
|
http://filmicgames.com/archives/190
|
|
http://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3/
|
|
http://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/
|
|
http://renderwonk.com/publications/s2010-color-course/
|
|
--
|
|
Zavie
|
|
*/
|
|
|
|
float gamma = 2.2;
|
|
|
|
vec3 linearToneMapping(vec3 color)
|
|
{
|
|
float exposure = 1.;
|
|
color = clamp(exposure * color, 0., 1.);
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
vec3 simpleReinhardToneMapping(vec3 color)
|
|
{
|
|
float exposure = 1.5;
|
|
color *= exposure/(1. + color / exposure);
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
vec3 lumaBasedReinhardToneMapping(vec3 color)
|
|
{
|
|
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
|
float toneMappedLuma = luma / (1. + luma);
|
|
color *= toneMappedLuma / luma;
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
|
|
{
|
|
float white = 2.;
|
|
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
|
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
|
|
color *= toneMappedLuma / luma;
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
vec3 RomBinDaHouseToneMapping(vec3 color)
|
|
{
|
|
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
vec3 filmicToneMapping(vec3 color)
|
|
{
|
|
color = max(vec3(0.), color - vec3(0.004));
|
|
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
|
|
return color;
|
|
}
|
|
|
|
vec3 Uncharted2ToneMapping(vec3 color)
|
|
{
|
|
float A = 0.15;
|
|
float B = 0.50;
|
|
float C = 0.10;
|
|
float D = 0.20;
|
|
float E = 0.02;
|
|
float F = 0.30;
|
|
float W = 11.2;
|
|
float exposure = 2.;
|
|
color *= exposure;
|
|
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
|
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
|
|
color /= white;
|
|
color = pow(color, vec3(1. / gamma));
|
|
return color;
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 color = texture(Source, vTexCoord.xy).rgb;
|
|
vec4 mapped = vec4(color, 1.0);
|
|
vec4 right;
|
|
#ifdef HORIZ_BANDS
|
|
if (vTexCoord.x < 0.15) mapped = vec4(linearToneMapping(color), 1.0);
|
|
else if (vTexCoord.x > 0.15 && vTexCoord.x < 0.30) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.x > 0.30 && vTexCoord.x < 0.45) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.x > 0.45 && vTexCoord.x < 0.60) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.x > 0.60 && vTexCoord.x < 0.75) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
|
else if (vTexCoord.x > 0.75 && vTexCoord.x < 0.90) mapped = vec4(filmicToneMapping(color), 1.0);
|
|
else mapped = vec4(Uncharted2ToneMapping(color), 1.0);
|
|
#endif
|
|
#ifdef VERT_BANDS
|
|
if (vTexCoord.y < 0.15) mapped = vec4(linearToneMapping(color), 1.0);
|
|
else if (vTexCoord.y > 0.15 && vTexCoord.y < 0.30) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.y > 0.30 && vTexCoord.y < 0.45) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.y > 0.45 && vTexCoord.y < 0.60) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
|
else if (vTexCoord.y > 0.60 && vTexCoord.y < 0.75) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
|
else if (vTexCoord.y > 0.75 && vTexCoord.y < 0.90) mapped = vec4(filmicToneMapping(color), 1.0);
|
|
else mapped = vec4(Uncharted2ToneMapping(color), 1.0);
|
|
#endif
|
|
#ifdef SPLITSCREEN
|
|
if (MAP1 == 0.0) mapped = vec4(linearToneMapping(color), 1.0);
|
|
if (MAP1 == 1.0) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
|
|
if (MAP1 == 2.0) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
|
if (MAP1 == 3.0) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
|
if (MAP1 == 4.0) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
|
if (MAP1 == 5.0) mapped = vec4(filmicToneMapping(color), 1.0);
|
|
if (MAP1 == 6.0) mapped = vec4(Uncharted2ToneMapping(color), 1.0);
|
|
if (MAP1 == 7.0) mapped = vec4(color, 1.0);
|
|
if (MAP2 == 0.0) right = vec4(linearToneMapping(color), 1.0);
|
|
if (MAP2 == 1.0) right = vec4(simpleReinhardToneMapping(color), 1.0);
|
|
if (MAP2 == 2.0) right = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
|
if (MAP2 == 3.0) right = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
|
if (MAP2 == 4.0) right = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
|
if (MAP2 == 5.0) right = vec4(filmicToneMapping(color), 1.0);
|
|
if (MAP2 == 6.0) right = vec4(Uncharted2ToneMapping(color), 1.0);
|
|
if (MAP2 == 7.0) right = vec4(color, 1.0);
|
|
mapped = (vTexCoord.x < SPLIT_LINE) ? mapped : right;
|
|
#endif
|
|
FragColor = mapped;
|
|
}
|