Browse Source

Add adjustments and color correction to Compatibility renderer

clayjohn 1 year ago
parent
commit
e8bb0a5719

+ 2 - 2
drivers/gles3/effects/post_effects.cpp

@@ -87,7 +87,7 @@ void PostEffects::_draw_screen_triangle() {
 	glBindVertexArray(0);
 	glBindVertexArray(0);
 }
 }
 
 
-void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview) {
+void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) {
 	glDisable(GL_DEPTH_TEST);
 	glDisable(GL_DEPTH_TEST);
 	glDepthMask(GL_FALSE);
 	glDepthMask(GL_FALSE);
 	glDisable(GL_BLEND);
 	glDisable(GL_BLEND);
@@ -96,7 +96,7 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin
 	glViewport(0, 0, p_dest_size.x, p_dest_size.y);
 	glViewport(0, 0, p_dest_size.x, p_dest_size.y);
 
 
 	PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
 	PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT;
-	uint64_t flags = 0;
+	uint64_t flags = p_spec_constants;
 	if (p_use_multiview) {
 	if (p_use_multiview) {
 		flags |= PostShaderGLES3::USE_MULTIVIEW;
 		flags |= PostShaderGLES3::USE_MULTIVIEW;
 	}
 	}

+ 1 - 1
drivers/gles3/effects/post_effects.h

@@ -59,7 +59,7 @@ public:
 	PostEffects();
 	PostEffects();
 	~PostEffects();
 	~PostEffects();
 
 
-	void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false);
+	void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
 };
 };
 
 
 } //namespace GLES3
 } //namespace GLES3

+ 37 - 5
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -788,7 +788,6 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
 	}
 	}
 	if (!p_apply_color_adjustments_in_post) {
 	if (!p_apply_color_adjustments_in_post) {
 		spec_constants |= SkyShaderGLES3::APPLY_TONEMAPPING;
 		spec_constants |= SkyShaderGLES3::APPLY_TONEMAPPING;
-		// TODO add BCS and color corrections once supported.
 	}
 	}
 
 
 	RS::EnvironmentBG background = environment_get_background(p_env);
 	RS::EnvironmentBG background = environment_get_background(p_env);
@@ -2336,9 +2335,18 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 
 
 	SceneState::TonemapUBO tonemap_ubo;
 	SceneState::TonemapUBO tonemap_ubo;
 	if (render_data.environment.is_valid()) {
 	if (render_data.environment.is_valid()) {
+		bool use_bcs = environment_get_adjustments_enabled(render_data.environment);
+		if (use_bcs) {
+			apply_color_adjustments_in_post = true;
+		}
+
 		tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
 		tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
 		tonemap_ubo.white = environment_get_white(render_data.environment);
 		tonemap_ubo.white = environment_get_white(render_data.environment);
 		tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
 		tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
+
+		tonemap_ubo.brightness = environment_get_adjustments_brightness(render_data.environment);
+		tonemap_ubo.contrast = environment_get_adjustments_contrast(render_data.environment);
+		tonemap_ubo.saturation = environment_get_adjustments_saturation(render_data.environment);
 	}
 	}
 
 
 	if (scene_state.tonemap_buffer == 0) {
 	if (scene_state.tonemap_buffer == 0) {
@@ -2558,8 +2566,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 
 
 		if (!apply_color_adjustments_in_post) {
 		if (!apply_color_adjustments_in_post) {
 			spec_constant_base_flags |= SceneShaderGLES3::APPLY_TONEMAPPING;
 			spec_constant_base_flags |= SceneShaderGLES3::APPLY_TONEMAPPING;
-
-			// TODO add BCS and Color corrections here once supported.
 		}
 		}
 	}
 	}
 	// Render Opaque Objects.
 	// Render Opaque Objects.
@@ -2700,6 +2706,29 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
 		rb->check_glow_buffers();
 		rb->check_glow_buffers();
 	}
 	}
 
 
+	bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
+	uint64_t bcs_spec_constants = 0;
+	RID color_correction_texture = environment_get_color_correction(p_render_data->environment);
+	if (use_bcs && color_correction_texture.is_valid()) {
+		bcs_spec_constants |= PostShaderGLES3::USE_BCS;
+		bcs_spec_constants |= PostShaderGLES3::USE_COLOR_CORRECTION;
+
+		bool use_1d_lut = environment_get_use_1d_color_correction(p_render_data->environment);
+		GLenum texture_target = GL_TEXTURE_3D;
+		if (use_1d_lut) {
+			bcs_spec_constants |= PostShaderGLES3::USE_1D_LUT;
+			texture_target = GL_TEXTURE_2D;
+		}
+
+		glActiveTexture(GL_TEXTURE2);
+		glBindTexture(texture_target, texture_storage->texture_get_texid(color_correction_texture));
+		glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+		glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+		glTexParameteri(texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+	}
+
 	if (view_count == 1) {
 	if (view_count == 1) {
 		// Resolve if needed.
 		// Resolve if needed.
 		if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
 		if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
@@ -2735,7 +2764,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
 			}
 			}
 
 
 			// Copy color buffer
 			// Copy color buffer
-			post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity);
+			post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, 0, false, bcs_spec_constants);
 
 
 			// Copy depth buffer
 			// Copy depth buffer
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
@@ -2803,7 +2832,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
 
 
 				glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
 				glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]);
 				glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
 				glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
-				post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true);
+				post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true, bcs_spec_constants);
 			}
 			}
 
 
 			// Copy depth
 			// Copy depth
@@ -2824,6 +2853,9 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
 		glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
 		glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
 		glDeleteFramebuffers(3, fbos);
 		glDeleteFramebuffers(3, fbos);
 	}
 	}
+
+	glActiveTexture(GL_TEXTURE2);
+	glBindTexture(GL_TEXTURE_2D, 0);
 }
 }
 
 
 template <PassMode p_pass_mode>
 template <PassMode p_pass_mode>

+ 5 - 0
drivers/gles3/rasterizer_scene_gles3.h

@@ -434,6 +434,11 @@ private:
 			float white = 1.0;
 			float white = 1.0;
 			int32_t tonemapper = 0;
 			int32_t tonemapper = 0;
 			int32_t pad = 0;
 			int32_t pad = 0;
+
+			int32_t pad2 = 0;
+			float brightness = 1.0;
+			float contrast = 1.0;
+			float saturation = 1.0;
 		};
 		};
 		static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
 		static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
 
 

+ 38 - 4
drivers/gles3/shaders/effects/post.glsl

@@ -1,13 +1,15 @@
 /* clang-format off */
 /* clang-format off */
 #[modes]
 #[modes]
-mode_default = #define MODE_DEFAULT
-// mode_glow = #define MODE_GLOW
+mode_default = 
 
 
 #[specializations]
 #[specializations]
 
 
 USE_MULTIVIEW = false
 USE_MULTIVIEW = false
 USE_GLOW = false
 USE_GLOW = false
 USE_LUMINANCE_MULTIPLIER = false
 USE_LUMINANCE_MULTIPLIER = false
+USE_BCS = false
+USE_COLOR_CORRECTION = false
+USE_1D_LUT = false
 
 
 #[vertex]
 #[vertex]
 layout(location = 0) in vec2 vertex_attrib;
 layout(location = 0) in vec2 vertex_attrib;
@@ -25,6 +27,9 @@ void main() {
 #[fragment]
 #[fragment]
 /* clang-format on */
 /* clang-format on */
 
 
+// If we reach this code, we always tonemap.
+#define APPLY_TONEMAPPING
+
 #include "../tonemap_inc.glsl"
 #include "../tonemap_inc.glsl"
 
 
 #ifdef USE_MULTIVIEW
 #ifdef USE_MULTIVIEW
@@ -57,6 +62,35 @@ vec4 get_glow_color(vec2 uv) {
 }
 }
 #endif // USE_GLOW
 #endif // USE_GLOW
 
 
+#ifdef USE_COLOR_CORRECTION
+#ifdef USE_1D_LUT
+uniform sampler2D source_color_correction; //texunit:2
+
+vec3 apply_color_correction(vec3 color) {
+	color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
+	color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
+	color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
+	return color;
+}
+#else
+uniform sampler3D source_color_correction; //texunit:2
+
+vec3 apply_color_correction(vec3 color) {
+	return textureLod(source_color_correction, color, 0.0).rgb;
+}
+#endif // USE_1D_LUT
+#endif // USE_COLOR_CORRECTION
+
+#ifdef USE_BCS
+vec3 apply_bcs(vec3 color) {
+	color = mix(vec3(0.0), color, brightness);
+	color = mix(vec3(0.5), color, contrast);
+	color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation);
+
+	return color;
+}
+#endif
+
 in vec2 uv_interp;
 in vec2 uv_interp;
 
 
 layout(location = 0) out vec4 frag_color;
 layout(location = 0) out vec4 frag_color;
@@ -85,11 +119,11 @@ void main() {
 	color.rgb = linear_to_srgb(color.rgb);
 	color.rgb = linear_to_srgb(color.rgb);
 
 
 #ifdef USE_BCS
 #ifdef USE_BCS
-	color.rgb = apply_bcs(color.rgb, bcs);
+	color.rgb = apply_bcs(color.rgb);
 #endif
 #endif
 
 
 #ifdef USE_COLOR_CORRECTION
 #ifdef USE_COLOR_CORRECTION
-	color.rgb = apply_color_correction(color.rgb, color_correction);
+	color.rgb = apply_color_correction(color.rgb);
 #endif
 #endif
 
 
 	frag_color = color;
 	frag_color = color;

+ 1 - 15
drivers/gles3/shaders/scene.glsl

@@ -1521,6 +1521,7 @@ void main() {
 	if (alpha < alpha_scissor_threshold) {
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 		discard;
 	}
 	}
+	alpha = 1.0;
 #else
 #else
 #ifdef MODE_RENDER_DEPTH
 #ifdef MODE_RENDER_DEPTH
 #ifdef USE_OPAQUE_PREPASS
 #ifdef USE_OPAQUE_PREPASS
@@ -1920,13 +1921,6 @@ void main() {
 #endif
 #endif
 	frag_color.rgb = linear_to_srgb(frag_color.rgb);
 	frag_color.rgb = linear_to_srgb(frag_color.rgb);
 
 
-#ifdef USE_BCS
-	frag_color.rgb = apply_bcs(frag_color.rgb, bcs);
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-	frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction);
-#endif
 #else // !BASE_PASS
 #else // !BASE_PASS
 	frag_color = vec4(0.0, 0.0, 0.0, alpha);
 	frag_color = vec4(0.0, 0.0, 0.0, alpha);
 #endif // !BASE_PASS
 #endif // !BASE_PASS
@@ -2138,14 +2132,6 @@ void main() {
 #endif
 #endif
 	additive_light_color = linear_to_srgb(additive_light_color);
 	additive_light_color = linear_to_srgb(additive_light_color);
 
 
-#ifdef USE_BCS
-	additive_light_color = apply_bcs(additive_light_color, bcs);
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-	additive_light_color = apply_color_correction(additive_light_color, color_correction);
-#endif
-
 	frag_color.rgb += additive_light_color;
 	frag_color.rgb += additive_light_color;
 #endif // USE_ADDITIVE_LIGHTING
 #endif // USE_ADDITIVE_LIGHTING
 
 

+ 0 - 8
drivers/gles3/shaders/sky.glsl

@@ -209,14 +209,6 @@ void main() {
 #endif
 #endif
 	color = linear_to_srgb(color);
 	color = linear_to_srgb(color);
 
 
-#ifdef USE_BCS
-	color = apply_bcs(color, bcs);
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-	color = apply_color_correction(color, color_correction);
-#endif
-
 	frag_color.rgb = color * luminance_multiplier;
 	frag_color.rgb = color * luminance_multiplier;
 	frag_color.a = alpha;
 	frag_color.a = alpha;
 
 

+ 0 - 333
drivers/gles3/shaders/tonemap.glsl

@@ -1,333 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
-
-layout(location = 0) in vec2 vertex_attrib;
-/* clang-format on */
-layout(location = 4) in vec2 uv_in;
-
-out vec2 uv_interp;
-
-void main() {
-	gl_Position = vec4(vertex_attrib, 0.0, 1.0);
-
-	uv_interp = uv_in;
-}
-
-/* clang-format off */
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-#if defined(USE_HIGHP_PRECISION)
-precision highp float;
-precision highp int;
-#else
-precision mediump float;
-precision mediump int;
-#endif
-#endif
-
-in vec2 uv_interp;
-/* clang-format on */
-
-layout(location = 0) out vec4 frag_color;
-
-#ifdef USE_MULTIVIEW
-uniform highp sampler2DArray source; //texunit:0
-#else
-uniform highp sampler2D source; //texunit:0
-#endif
-
-#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
-#define USING_GLOW // only use glow when at least one glow level is selected
-
-#ifdef USE_MULTI_TEXTURE_GLOW
-uniform highp sampler2D source_glow1; //texunit:2
-uniform highp sampler2D source_glow2; //texunit:3
-uniform highp sampler2D source_glow3; //texunit:4
-uniform highp sampler2D source_glow4; //texunit:5
-uniform highp sampler2D source_glow5; //texunit:6
-uniform highp sampler2D source_glow6; //texunit:7
-#ifdef USE_GLOW_LEVEL7
-uniform highp sampler2D source_glow7; //texunit:8
-#endif
-#else
-uniform highp sampler2D source_glow; //texunit:2
-#endif
-uniform highp float glow_intensity;
-#endif
-
-#ifdef USE_BCS
-uniform vec3 bcs;
-#endif
-
-#ifdef USE_FXAA
-uniform vec2 pixel_size;
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-uniform sampler2D color_correction; //texunit:1
-#endif
-
-#ifdef USE_GLOW_FILTER_BICUBIC
-// w0, w1, w2, and w3 are the four cubic B-spline basis functions
-float w0(float a) {
-	return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
-}
-
-float w1(float a) {
-	return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
-}
-
-float w2(float a) {
-	return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
-}
-
-float w3(float a) {
-	return (1.0 / 6.0) * (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 -1.0 + w1(a) / (w0(a) + w1(a));
-}
-
-float h1(float a) {
-	return 1.0 + w3(a) / (w2(a) + w3(a));
-}
-
-uniform ivec2 glow_texture_size;
-
-vec4 texture_bicubic(sampler2D tex, vec2 uv, int p_lod) {
-	float lod = float(p_lod);
-	vec2 tex_size = vec2(glow_texture_size >> p_lod);
-	vec2 texel_size = vec2(1.0) / tex_size;
-
-	uv = uv * tex_size + vec2(0.5);
-
-	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(0.5)) * texel_size;
-	vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
-	vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
-	vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_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) texture_bicubic(m_tex, m_uv, m_lod)
-#else //!USE_GLOW_FILTER_BICUBIC
-#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
-#endif //USE_GLOW_FILTER_BICUBIC
-
-vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
-#ifdef USE_GLOW_REPLACE
-	color = glow;
-#endif
-
-#ifdef USE_GLOW_SCREEN
-	color = max((color + glow) - (color * glow), vec3(0.0));
-#endif
-
-#ifdef USE_GLOW_SOFTLIGHT
-	glow = glow * vec3(0.5) + vec3(0.5);
-
-	color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
-	color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
-	color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
-#endif
-
-#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
-	color += glow;
-#endif
-
-	return color;
-}
-
-vec3 apply_bcs(vec3 color, vec3 bcs) {
-	color = mix(vec3(0.0), color, bcs.x);
-	color = mix(vec3(0.5), color, bcs.y);
-	color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
-
-	return color;
-}
-
-vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
-	color.r = texture(correction_tex, vec2(color.r, 0.0)).r;
-	color.g = texture(correction_tex, vec2(color.g, 0.0)).g;
-	color.b = texture(correction_tex, vec2(color.b, 0.0)).b;
-
-	return color;
-}
-
-vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
-	const float FXAA_REDUCE_MIN = (1.0 / 128.0);
-	const float FXAA_REDUCE_MUL = (1.0 / 8.0);
-	const float FXAA_SPAN_MAX = 8.0;
-
-#ifdef USE_MULTIVIEW
-	vec3 rgbNW = textureLod(source, vec3(uv_interp + vec2(-1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
-	vec3 rgbNE = textureLod(source, vec3(uv_interp + vec2(1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz;
-	vec3 rgbSW = textureLod(source, vec3(uv_interp + vec2(-1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
-	vec3 rgbSE = textureLod(source, vec3(uv_interp + vec2(1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz;
-#else
-	vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
-	vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
-	vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
-	vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
-#endif
-	vec3 rgbM = color;
-	vec3 luma = vec3(0.299, 0.587, 0.114);
-	float lumaNW = dot(rgbNW, luma);
-	float lumaNE = dot(rgbNE, luma);
-	float lumaSW = dot(rgbSW, luma);
-	float lumaSE = dot(rgbSE, luma);
-	float lumaM = dot(rgbM, luma);
-	float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
-	float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
-
-	vec2 dir;
-	dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
-	dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
-
-	float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
-					(0.25 * FXAA_REDUCE_MUL),
-			FXAA_REDUCE_MIN);
-
-	float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
-	dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
-				  max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
-						  dir * rcpDirMin)) *
-			pixel_size;
-
-#ifdef USE_MULTIVIEW
-	vec3 rgbA = 0.5 * (textureLod(source, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
-	vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
-#else
-	vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
-	vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
-#endif
-
-	float lumaB = dot(rgbB, luma);
-	if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
-		return rgbA;
-	} else {
-		return rgbB;
-	}
-}
-
-void main() {
-#ifdef USE_MULTIVIEW
-	vec4 color = textureLod(source, vec3(uv_interp, ViewIndex), 0.0);
-#else
-	vec4 color = textureLod(source, uv_interp, 0.0);
-#endif
-
-#ifdef USE_FXAA
-	color.rgb = apply_fxaa(color.rgb, uv_interp, pixel_size);
-#endif
-
-	// Glow
-
-#ifdef USING_GLOW
-	vec3 glow = vec3(0.0);
-#ifdef USE_MULTI_TEXTURE_GLOW
-#ifdef USE_GLOW_LEVEL1
-	glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL2
-	glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL3
-	glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL4
-	glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL5
-	glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL6
-	glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
-#ifdef USE_GLOW_LEVEL7
-	glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
-#endif
-#endif
-#endif
-#endif
-#endif
-#endif
-#endif
-
-#else
-
-#ifdef USE_GLOW_LEVEL1
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL2
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL3
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL4
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL5
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL6
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb;
-#endif
-
-#ifdef USE_GLOW_LEVEL7
-	glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
-#endif
-#endif //USE_MULTI_TEXTURE_GLOW
-
-	glow *= glow_intensity;
-	color.rgb = apply_glow(color.rgb, glow);
-#endif
-
-	// Additional effects
-
-#ifdef USE_BCS
-	color.rgb = apply_bcs(color.rgb, bcs);
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-	color.rgb = apply_color_correction(color.rgb, color_correction);
-#endif
-
-	frag_color = color;
-}

+ 21 - 46
drivers/gles3/shaders/tonemap_inc.glsl

@@ -1,43 +1,31 @@
-#ifdef USE_BCS
-uniform vec3 bcs;
-#endif
-
-#ifdef USE_COLOR_CORRECTION
-#ifdef USE_1D_LUT
-uniform sampler2D source_color_correction; //texunit:-1
-#else
-uniform sampler3D source_color_correction; //texunit:-1
-#endif
-#endif
-
 layout(std140) uniform TonemapData { //ubo:0
 layout(std140) uniform TonemapData { //ubo:0
 	float exposure;
 	float exposure;
 	float white;
 	float white;
 	int tonemapper;
 	int tonemapper;
 	int pad;
 	int pad;
-};
 
 
-vec3 apply_bcs(vec3 color, vec3 bcs) {
-	color = mix(vec3(0.0), color, bcs.x);
-	color = mix(vec3(0.5), color, bcs.y);
-	color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
+	int pad2;
+	float brightness;
+	float contrast;
+	float saturation;
+};
 
 
-	return color;
-}
-#ifdef USE_COLOR_CORRECTION
-#ifdef USE_1D_LUT
-vec3 apply_color_correction(vec3 color) {
-	color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
-	color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
-	color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
-	return color;
+// This expects 0-1 range input.
+vec3 linear_to_srgb(vec3 color) {
+	//color = clamp(color, vec3(0.0), vec3(1.0));
+	//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)));
+	// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
+	return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
 }
 }
-#else
-vec3 apply_color_correction(vec3 color) {
-	return textureLod(source_color_correction, color, 0.0).rgb;
+
+// This expects 0-1 range input, outside that range it behaves poorly.
+vec3 srgb_to_linear(vec3 color) {
+	// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
+	return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
 }
 }
-#endif
-#endif
+
+#ifdef APPLY_TONEMAPPING
 
 
 vec3 tonemap_filmic(vec3 color, float p_white) {
 vec3 tonemap_filmic(vec3 color, float p_white) {
 	// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
 	// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
@@ -92,21 +80,6 @@ vec3 tonemap_reinhard(vec3 color, float p_white) {
 	return (p_white * color + color) / (color * p_white + p_white);
 	return (p_white * color + color) / (color * p_white + p_white);
 }
 }
 
 
-// This expects 0-1 range input.
-vec3 linear_to_srgb(vec3 color) {
-	//color = clamp(color, vec3(0.0), vec3(1.0));
-	//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)));
-	// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-	return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
-}
-
-// This expects 0-1 range input, outside that range it behaves poorly.
-vec3 srgb_to_linear(vec3 color) {
-	// Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
-	return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
-}
-
 #define TONEMAPPER_LINEAR 0
 #define TONEMAPPER_LINEAR 0
 #define TONEMAPPER_REINHARD 1
 #define TONEMAPPER_REINHARD 1
 #define TONEMAPPER_FILMIC 2
 #define TONEMAPPER_FILMIC 2
@@ -125,3 +98,5 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always
 		return tonemap_aces(max(vec3(0.0f), color), p_white);
 		return tonemap_aces(max(vec3(0.0f), color), p_white);
 	}
 	}
 }
 }
+
+#endif // APPLY_TONEMAPPING

+ 1 - 5
servers/rendering/storage/environment_storage.cpp

@@ -773,11 +773,7 @@ RS::EnvironmentSDFGIYScale RendererEnvironmentStorage::environment_get_sdfgi_y_s
 void RendererEnvironmentStorage::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
 void RendererEnvironmentStorage::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
 	Environment *env = environment_owner.get_or_null(p_env);
 	Environment *env = environment_owner.get_or_null(p_env);
 	ERR_FAIL_NULL(env);
 	ERR_FAIL_NULL(env);
-#ifdef DEBUG_ENABLED
-	if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && p_enable) {
-		WARN_PRINT_ONCE_ED("Adjustments are not supported when using the GL Compatibility backend yet. Support will be added in a future release.");
-	}
-#endif
+
 	env->adjustments_enabled = p_enable;
 	env->adjustments_enabled = p_enable;
 	env->adjustments_brightness = p_brightness;
 	env->adjustments_brightness = p_brightness;
 	env->adjustments_contrast = p_contrast;
 	env->adjustments_contrast = p_contrast;