| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 |
- // Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #ifndef ANKI_SHADERS_TONEMAP_GLSL
- #define ANKI_SHADERS_TONEMAP_GLSL
- #include "shaders/Common.glsl"
- // A tick to compute log of base 10
- float log10(in float x)
- {
- return log(x) / log(10.0);
- }
- float computeLuminance(in vec3 color)
- {
- return max(dot(vec3(0.30, 0.59, 0.11), color), EPSILON);
- }
- vec3 computeExposedColor(in vec3 color, in float avgLum, in float threshold)
- {
- float keyValue = 1.03 - (2.0 / (2.0 + log10(avgLum + 1.0)));
- float linearExposure = (keyValue / avgLum);
- float exposure = log2(linearExposure);
- exposure -= threshold;
- return exp2(exposure) * color;
- }
- // Reinhard operator
- vec3 tonemapReinhard(in vec3 color, in float saturation)
- {
- float lum = computeLuminance(color);
- float toneMappedLuminance = lum / (lum + 1.0);
- return toneMappedLuminance * pow(color / lum, vec3(saturation));
- }
- // Uncharted 2 operator
- vec3 tonemapUncharted2(in vec3 color)
- {
- const float A = 0.15;
- const float B = 0.50;
- const float C = 0.10;
- const float D = 0.20;
- const float E = 0.02;
- const float F = 0.30;
- return ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
- }
- vec3 tonemap(in vec3 color, in float avgLum, in float threshold)
- {
- vec3 c = computeExposedColor(color, avgLum, threshold);
- // float saturation = clamp(avgLum, 0.0, 1.0);
- float saturation = 1.0;
- return tonemapReinhard(c, saturation);
- // return tonemapUncharted2(c);
- }
- #endif
|