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- #[vertex]
- #version 450
- VERSION_DEFINES
- 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);
- }
- #[fragment]
- #version 450
- VERSION_DEFINES
- 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;
- #ifdef USE_1D_LUT
- layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
- #else
- layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
- #endif
- 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 pad3;
- uint glow_mode;
- float glow_levels[7];
- float exposure;
- float white;
- float auto_exposure_grey;
- uint pad2;
- vec2 pixel_size;
- bool use_fxaa;
- bool use_debanding;
- }
- 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 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 tonemap_reinhard(vec3 color, float white) {
- // Ensure color values are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = max(vec3(0.0), color);
- return (white * color + color) / (color * white + white);
- }
- vec3 linear_to_srgb(vec3 color) {
- //if going to srgb, clamp from 0 to 1.
- 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)));
- }
- #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 (params.glow_levels[0] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
- }
- if (params.glow_levels[1] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
- }
- if (params.glow_levels[2] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
- }
- if (params.glow_levels[3] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
- }
- if (params.glow_levels[4] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
- }
- if (params.glow_levels[5] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
- }
- if (params.glow_levels[6] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
- }
- return glow;
- }
- #define GLOW_MODE_ADD 0
- #define GLOW_MODE_SCREEN 1
- #define GLOW_MODE_SOFTLIGHT 2
- #define GLOW_MODE_REPLACE 3
- #define GLOW_MODE_MIX 4
- 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
- return max((color + glow) - (color * glow), vec3(0.0));
- } else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
- //need color clamping
- 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;
- }
- #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;
- }
- #else
- vec3 apply_color_correction(vec3 color) {
- return textureLod(source_color_correction, color, 0.0).rgb;
- }
- #endif
- vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
- 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;
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
- 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)) *
- params.pixel_size;
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz);
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
- return rgbA;
- } else {
- return rgbB;
- }
- }
- // From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
- // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
- // NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
- vec3 screen_space_dither(vec2 frag_coord) {
- // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
- vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
- dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
- // Subtract 0.5 to avoid slightly brightening the whole viewport.
- return (dither.rgb - 0.5) / 255.0;
- }
- void main() {
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
- // Exposure
- float exposure = params.exposure;
- if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
- }
- color *= exposure;
- // Early Tonemap & SRGB Conversion
- if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp);
- color.rgb = mix(color.rgb, glow, params.glow_intensity);
- }
- if (params.use_fxaa) {
- color = do_fxaa(color, exposure, uv_interp);
- }
- if (params.use_debanding) {
- // For best results, debanding should be done before tonemapping.
- // Otherwise, we're adding noise to an already-quantized image.
- color += screen_space_dither(gl_FragCoord.xy);
- }
- color = apply_tonemapping(color, params.white);
- color = linear_to_srgb(color); // regular linear -> SRGB conversion
- // Glow
- if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
- 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);
- }
- frag_color = vec4(color, 1.0f);
- }
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