// Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #pragma once #include // A tick to compute log of base 10 F32 log10(F32 x) { return log(x) / log(10.0); } F32 computeLuminance(Vec3 color) { return max(dot(Vec3(0.30, 0.59, 0.11), color), EPSILON); } F32 computeExposure(F32 avgLum, F32 threshold) { const F32 keyValue = 1.03 - (2.0 / (2.0 + log10(avgLum + 1.0))); const F32 linearExposure = (keyValue / avgLum); F32 exposure = log2(linearExposure); exposure -= threshold; return exp2(exposure); } Vec3 computeExposedColor(Vec3 color, F32 avgLum, F32 threshold) { return computeExposure(avgLum, threshold) * color; } // Reinhard operator Vec3 tonemapReinhard(Vec3 color, F32 saturation) { const F32 lum = computeLuminance(color); const F32 toneMappedLuminance = lum / (lum + 1.0); return toneMappedLuminance * pow(color / lum, Vec3(saturation)); } // Uncharted 2 operator Vec3 tonemapUncharted2(Vec3 color) { const F32 A = 0.15; const F32 B = 0.50; const F32 C = 0.10; const F32 D = 0.20; const F32 E = 0.02; const F32 F = 0.30; return ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; } Vec3 tonemapACESFilm(Vec3 x) { const F32 a = 2.51; const F32 b = 0.03; const F32 c = 2.43; const F32 d = 0.59; const F32 e = 0.14; return saturate((x * (a * x + b)) / (x * (c * x + d) + e)); } Vec3 tonemap(Vec3 color, F32 exposure) { color *= exposure; #if 0 const F32 saturation = 1.0; return tonemapReinhard(color, saturation); #else return tonemapACESFilm(color); #endif } Vec3 tonemap(Vec3 color, F32 avgLum, F32 threshold) { const F32 exposure = computeExposure(avgLum, threshold); return tonemap(color, exposure); } // https://graphicrants.blogspot.com/2013/12/tone-mapping.html Vec3 invertibleTonemap(Vec3 colour) { // 1 / (1 + max(rgb)) return colour / (1.0 + max(max(colour.r, colour.g), colour.b)); } Vec3 invertInvertibleTonemap(Vec3 colour) { // 1 / (1 - max(rgb)) return colour / (1.0 - max(max(colour.r, colour.g), colour.b)); }