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Tonemapping ported (not all parameters supported yet, only enough to get correct color)

Juan Linietsky 6 年之前
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1d871f6226

+ 53 - 0
servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp

@@ -164,6 +164,44 @@ void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_frameb
 	RD::get_singleton()->draw_list_end();
 }
 
+void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
+
+	zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant));
+
+	tonemap.push_constant.use_bcs = p_settings.use_bcs;
+	tonemap.push_constant.bcs[0] = p_settings.brightness;
+	tonemap.push_constant.bcs[1] = p_settings.contrast;
+	tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+	tonemap.push_constant.use_glow = p_settings.use_glow;
+	tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
+	tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
+	tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
+	tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
+
+	TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
+
+	tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+	tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+	tonemap.push_constant.exposure = p_settings.exposure;
+	tonemap.push_constant.white = p_settings.white;
+	tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+	tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
+	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture), 2);
+	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+	RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_end();
+}
+
 RasterizerEffectsRD::RasterizerEffectsRD() {
 
 	{
@@ -224,6 +262,21 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
 		sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
 	}
 
+	{
+		// Initialize tonemapper
+		Vector<String> tonemap_modes;
+		tonemap_modes.push_back("\n");
+		tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
+
+		tonemap.shader.initialize(tonemap_modes);
+
+		tonemap.shader_version = tonemap.shader.version_create();
+
+		for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
+			tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+		}
+	}
+
 	RD::SamplerState sampler;
 	sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
 	sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;

+ 72 - 0
servers/visual/rasterizer_rd/rasterizer_effects_rd.h

@@ -6,6 +6,8 @@
 #include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
 #include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
+#include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
+#include "servers/visual_server.h"
 
 class RasterizerEffectsRD {
 
@@ -110,6 +112,40 @@ class RasterizerEffectsRD {
 		RenderPipelineVertexFormatCacheRD pipeline;
 	} sky;
 
+	enum TonemapMode {
+		TONEMAP_MODE_NORMAL,
+		TONEMAP_MODE_BICUBIC_GLOW_FILTER,
+		TONEMAP_MODE_MAX
+	};
+
+	struct TonemapPushConstant {
+		float bcs[3];
+		uint32_t use_bcs;
+
+		uint32_t use_glow;
+		uint32_t use_auto_exposure;
+		uint32_t use_color_correction;
+		uint32_t tonemapper;
+
+		uint32_t glow_texture_size[2];
+
+		float glow_intensity;
+		uint32_t glow_level_flags;
+		uint32_t glow_mode;
+
+		float exposure;
+		float white;
+		float auto_exposure_grey;
+	};
+
+	struct Tonemap {
+
+		TonemapPushConstant push_constant;
+		TonemapShaderRD shader;
+		RID shader_version;
+		RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
+	} tonemap;
+
 	RID default_sampler;
 	RID index_buffer;
 	RID index_array;
@@ -125,6 +161,42 @@ public:
 	void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler);
 	void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
 
+	struct TonemapSettings {
+
+		bool use_glow = false;
+		enum GlowMode {
+			GLOW_MODE_ADD,
+			GLOW_MODE_SCREEN,
+			GLOW_MODE_SOFTLIGHT,
+			GLOW_MODE_REPLACE
+		};
+
+		GlowMode glow_mode = GLOW_MODE_ADD;
+		float glow_intensity = 1.0;
+		uint32_t glow_level_flags = 0;
+		Vector2i glow_texture_size;
+		bool glow_use_bicubic_upscale = false;
+		RID glow_texture;
+
+		VS::EnvironmentToneMapper tonemap_mode = VS::ENV_TONE_MAPPER_LINEAR;
+		float exposure = 1.0;
+		float white = 1.0;
+
+		bool use_auto_exposure = false;
+		float auto_exposure_grey = 0.5;
+		RID exposure_texture;
+
+		bool use_bcs = false;
+		float brightness = 1.0;
+		float contrast = 1.0;
+		float saturation = 1.0;
+
+		bool use_color_correction = false;
+		RID color_correction_texture;
+	};
+
+	void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
+
 	RasterizerEffectsRD();
 	~RasterizerEffectsRD();
 };

+ 17 - 1
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp

@@ -1912,7 +1912,23 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
 	}
 
 	RasterizerEffectsRD *effects = storage->get_effects();
-	effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
+
+	{
+		//tonemap
+		RasterizerEffectsRD::TonemapSettings tonemap;
+
+		tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+		tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+		tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+
+		if (is_environment(p_environment)) {
+			tonemap.tonemap_mode = environment_get_tonemapper(p_environment);
+			tonemap.white = environment_get_white(p_environment);
+			tonemap.exposure = environment_get_exposure(p_environment);
+		}
+		effects->tonemapper(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), tonemap);
+	}
+
 	storage->render_target_disable_clear_request(render_buffer->render_target);
 
 #if 0

+ 54 - 0
servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp

@@ -358,6 +358,60 @@ VS::EnvironmentReflectionSource RasterizerSceneRD::environment_get_reflection_so
 	return env->reflection_source;
 }
 
+void RasterizerSceneRD::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND(!env);
+	env->tone_mapper = p_tone_mapper;
+	env->auto_exposure = p_auto_exposure;
+	env->white = p_white;
+	env->min_luminance = p_min_luminance;
+	env->max_luminance = p_max_luminance;
+	env->auto_exp_speed = p_auto_exp_speed;
+	env->auto_exp_scale = p_auto_exp_scale;
+}
+
+VS::EnvironmentToneMapper RasterizerSceneRD::environment_get_tonemapper(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, VS::ENV_TONE_MAPPER_LINEAR);
+	return env->tone_mapper;
+}
+float RasterizerSceneRD::environment_get_exposure(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->exposure;
+}
+float RasterizerSceneRD::environment_get_white(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->white;
+}
+bool RasterizerSceneRD::environment_get_auto_exposure(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, false);
+	return env->auto_exposure;
+}
+float RasterizerSceneRD::environment_get_min_luminance(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->min_luminance;
+}
+float RasterizerSceneRD::environment_get_max_luminance(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->max_luminance;
+}
+float RasterizerSceneRD::environment_get_auto_exposure_scale(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->auto_exp_scale;
+}
+
+float RasterizerSceneRD::environment_get_auto_exposure_speed(RID p_env) const {
+	Environent *env = environment_owner.getornull(p_env);
+	ERR_FAIL_COND_V(!env, 0);
+	return env->auto_exp_speed;
+}
+
 bool RasterizerSceneRD::is_environment(RID p_env) const {
 	return environment_owner.owns(p_env);
 }

+ 21 - 1
servers/visual/rasterizer_rd/rasterizer_scene_rd.h

@@ -54,6 +54,7 @@ private:
 
 	struct Environent {
 
+		// BG
 		VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
 		RID sky;
 		float sky_custom_fov = 0.0;
@@ -66,6 +67,17 @@ private:
 		float ambient_light_energy = 1.0;
 		float ambient_sky_contribution = 1.0;
 		VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
+
+		/// Tonemap
+
+		VS::EnvironmentToneMapper tone_mapper;
+		float exposure = 1.0;
+		float white = 1.0;
+		bool auto_exposure = false;
+		float min_luminance = 0.2;
+		float max_luminance = 8.0;
+		float auto_exp_speed = 0.2;
+		float auto_exp_scale = 0.5;
 	};
 
 	mutable RID_Owner<Environent> environment_owner;
@@ -138,7 +150,15 @@ public:
 	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
 	void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
 
-	void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
+	void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+	VS::EnvironmentToneMapper environment_get_tonemapper(RID p_env) const;
+	float environment_get_exposure(RID p_env) const;
+	float environment_get_white(RID p_env) const;
+	bool environment_get_auto_exposure(RID p_env) const;
+	float environment_get_min_luminance(RID p_env) const;
+	float environment_get_max_luminance(RID p_env) const;
+	float environment_get_auto_exposure_scale(RID p_env) const;
+	float environment_get_auto_exposure_speed(RID p_env) const;
 
 	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
 

+ 55 - 0
servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp

@@ -2653,6 +2653,61 @@ RasterizerStorageRD::RasterizerStorageRD() {
 			default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
 		}
 	}
+
+	{ //create default 3D
+
+		RD::TextureFormat tformat;
+		tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+		tformat.width = 4;
+		tformat.height = 4;
+		tformat.depth = 4;
+		tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+		tformat.type = RD::TEXTURE_TYPE_3D;
+
+		PoolVector<uint8_t> pv;
+		pv.resize(64 * 4);
+		for (int i = 0; i < 64; i++) {
+			pv.set(i * 4 + 0, 0);
+			pv.set(i * 4 + 1, 0);
+			pv.set(i * 4 + 2, 0);
+			pv.set(i * 4 + 3, 0);
+		}
+
+		{
+			Vector<PoolVector<uint8_t> > vpv;
+			vpv.push_back(pv);
+			default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+		}
+	}
+
+	{ //create default cubemap array
+
+		RD::TextureFormat tformat;
+		tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+		tformat.width = 4;
+		tformat.height = 4;
+		tformat.array_layers = 6;
+		tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+		tformat.type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+
+		PoolVector<uint8_t> pv;
+		pv.resize(16 * 4);
+		for (int i = 0; i < 16; i++) {
+			pv.set(i * 4 + 0, 0);
+			pv.set(i * 4 + 1, 0);
+			pv.set(i * 4 + 2, 0);
+			pv.set(i * 4 + 3, 0);
+		}
+
+		{
+			Vector<PoolVector<uint8_t> > vpv;
+			for (int i = 0; i < 6; i++) {
+				vpv.push_back(pv);
+			}
+			default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+		}
+	}
+
 	//default samplers
 	for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
 		for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {

+ 1 - 0
servers/visual/rasterizer_rd/rasterizer_storage_rd.h

@@ -79,6 +79,7 @@ public:
 		DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
 		DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
 		DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
+		DEFAULT_RD_TEXTURE_3D_WHITE,
 		DEFAULT_RD_TEXTURE_MAX
 	};
 

+ 1 - 0
servers/visual/rasterizer_rd/shaders/SCsub

@@ -9,4 +9,5 @@ if 'RD_GLSL' in env['BUILDERS']:
     env.RD_GLSL('cubemap_roughness.glsl');
     env.RD_GLSL('scene_forward.glsl');
     env.RD_GLSL('sky.glsl');
+    env.RD_GLSL('tonemap.glsl');
 

+ 309 - 0
servers/visual/rasterizer_rd/shaders/tonemap.glsl

@@ -0,0 +1,309 @@
+/* clang-format off */
+[vertex]
+/* clang-format on */
+
+#version 450
+
+/* clang-format off */
+VERSION_DEFINES
+/* clang-format on */
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+
+	vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
+	uv_interp = base_arr[gl_VertexIndex];
+	gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+/* clang-format on */
+
+
+#version 450
+
+/* clang-format off */
+VERSION_DEFINES
+/* clang-format on */
+
+layout(location =0) in vec2 uv_interp;
+
+layout( set=0, binding=0 ) uniform sampler2D source_color;
+layout( set=1, binding=0 ) uniform sampler2D source_auto_exposure;
+layout( set=2, binding=0 ) uniform sampler2D source_glow;
+layout( set=3, binding=0 ) uniform sampler3D color_correction;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+	vec3 bcs;
+	bool use_bcs;
+
+	bool use_glow;
+	bool use_auto_exposure;
+	bool use_color_correction;
+	uint tonemapper;
+
+	uvec2 glow_texture_size;
+
+	float glow_intensity;
+	uint glow_level_flags;
+	uint glow_mode;
+
+	float exposure;
+	float white;
+	float auto_exposure_grey;
+
+} params;
+
+layout(location = 0) out vec4 frag_color;
+
+#ifdef USE_GLOW_FILTER_BICUBIC
+// w0, w1, w2, and w3 are the four cubic B-spline basis functions
+float w0(float a) {
+	return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
+}
+
+float w1(float a) {
+	return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
+}
+
+float w2(float a) {
+	return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
+}
+
+float w3(float a) {
+	return (1.0f / 6.0f) * (a * a * a);
+}
+
+// g0 and g1 are the two amplitude functions
+float g0(float a) {
+	return w0(a) + w1(a);
+}
+
+float g1(float a) {
+	return w2(a) + w3(a);
+}
+
+// h0 and h1 are the two offset functions
+float h0(float a) {
+	return -1.0f + w1(a) / (w0(a) + w1(a));
+}
+
+float h1(float a) {
+	return 1.0f + w3(a) / (w2(a) + w3(a));
+}
+
+
+vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
+	float lod = float(p_lod);
+	vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
+	vec2 pixel_size = vec2(1.0f) / tex_size;
+
+	uv = uv * tex_size + vec2(0.5f);
+
+	vec2 iuv = floor(uv);
+	vec2 fuv = fract(uv);
+
+	float g0x = g0(fuv.x);
+	float g1x = g1(fuv.x);
+	float h0x = h0(fuv.x);
+	float h1x = h1(fuv.x);
+	float h0y = h0(fuv.y);
+	float h1y = h1(fuv.y);
+
+	vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
+	vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
+	vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
+	vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
+
+	return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+		   (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+}
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+
+#else
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+
+#endif
+
+vec3 tonemap_filmic(vec3 color, float white) {
+	// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
+	// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
+	// has no effect on the curve's general shape or visual properties
+	const float exposure_bias = 2.0f;
+	const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
+	const float B = 0.30f * exposure_bias;
+	const float C = 0.10f;
+	const float D = 0.20f;
+	const float E = 0.01f;
+	const float F = 0.30f;
+
+	vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
+	float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
+
+	return color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f);
+}
+
+vec3 tonemap_aces(vec3 color, float white) {
+	const float exposure_bias = 0.85f;
+	const float A = 2.51f * exposure_bias * exposure_bias;
+	const float B = 0.03f * exposure_bias;
+	const float C = 2.43f * exposure_bias * exposure_bias;
+	const float D = 0.59f * exposure_bias;
+	const float E = 0.14f;
+
+	vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
+	float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
+
+	return color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f);
+}
+
+vec3 tonemap_reinhard(vec3 color, float white) {
+	return (white * color + color) / (color * white + white);
+}
+
+vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
+	const vec3 a = vec3(0.055f);
+	return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
+}
+
+#define TONEMAPPER_LINEAR 0
+#define TONEMAPPER_REINHARD 1
+#define TONEMAPPER_FILMIC 2
+#define TONEMAPPER_ACES 3
+
+vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
+
+	if (params.tonemapper==TONEMAPPER_LINEAR) {
+		return color;
+	} else if (params.tonemapper==TONEMAPPER_REINHARD) {
+		return tonemap_reinhard(color, white);
+	} else if (params.tonemapper==TONEMAPPER_FILMIC) {
+		return tonemap_filmic(color, white);
+	} else { //aces
+		return tonemap_aces(color, white);
+	}
+}
+
+vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
+	vec3 glow = vec3(0.0f);
+
+	if (bool(params.glow_level_flags&(1<<0))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<1))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<2))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<3))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<4))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<5))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
+	}
+
+	if (bool(params.glow_level_flags&(1<<6))) {
+		glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
+	}
+
+	return glow;
+}
+
+#define GLOW_MODE_ADD 0
+#define GLOW_MODE_SCREEN 1
+#define GLOW_MODE_SOFTLIGHT 2
+#define GLOW_MODE_REPLACE 3
+
+vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
+	if (params.glow_mode==GLOW_MODE_ADD) {
+		return color + glow;
+	} else if (params.glow_mode==GLOW_MODE_SCREEN) {
+		//need color clamping
+		color = clamp(color,0.0,1.0);
+		glow = clamp(glow,0.0,1.0);
+
+		return max((color + glow) - (color * glow), vec3(0.0));
+	} else if ( params.glow_mode==GLOW_MODE_SOFTLIGHT) {
+		//need color clamping
+		color = clamp(color,0.0,1.0);
+		glow = clamp(glow,0.0,1.0);
+
+		glow = glow * vec3(0.5f) + vec3(0.5f);
+
+		color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
+		color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
+		color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
+		return color;
+	} else { //replace
+		return glow;
+	}
+}
+
+vec3 apply_bcs(vec3 color, vec3 bcs) {
+	color = mix(vec3(0.0f), color, bcs.x);
+	color = mix(vec3(0.5f), color, bcs.y);
+	color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
+
+	return color;
+}
+
+vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
+	return texture(correction_tex,color).rgb;
+}
+
+void main() {
+	vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
+
+	// Exposure
+
+	if (params.use_auto_exposure) {
+		color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
+	}
+
+	color *= params.exposure;
+
+	// Early Tonemap & SRGB Conversion
+
+	color = apply_tonemapping(color, params.white);
+
+	color = linear_to_srgb(color); // regular linear -> SRGB conversion
+
+	// Glow
+
+	if (params.use_glow) {
+
+		vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
+
+		// high dynamic range -> SRGB
+		glow = apply_tonemapping(glow, params.white);
+		glow = linear_to_srgb(glow);
+
+		color = apply_glow(color, glow);
+	}
+
+	// Additional effects
+
+	if (params.use_bcs) {
+		color = apply_bcs(color, params.bcs);
+	}
+
+	if (params.use_color_correction) {
+		color = apply_color_correction(color, color_correction);
+	}
+
+	frag_color = vec4(color, 1.0f);
+}