#ifdef COMPILEPS const float PI = 3.14159265; vec2 Noise(vec2 coord) { float noiseX = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453), 0.0, 1.0); float noiseY = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233) * 2.0)) * 43758.5453), 0.0, 1.0); return vec2(noiseX, noiseY); } // Adapted: http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html vec4 GaussianBlur(int blurKernelSize, vec2 blurDir, vec2 blurRadius, float sigma, sampler2D texSampler, vec2 texCoord) { int blurKernelSizeHalfSize = blurKernelSize / 2; // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889) vec3 gaussCoeff; gaussCoeff.x = 1.0 / (sqrt(2.0 * PI) * sigma); gaussCoeff.y = exp(-0.5 / (sigma * sigma)); gaussCoeff.z = gaussCoeff.y * gaussCoeff.y; vec2 blurVec = blurRadius * blurDir; vec4 avgValue = vec4(0.0); float gaussCoeffSum = 0.0; avgValue += texture2D(texSampler, texCoord) * gaussCoeff.x; gaussCoeffSum += gaussCoeff.x; gaussCoeff.xy *= gaussCoeff.yz; for (int i = 1; i <= blurKernelSizeHalfSize; i++) { avgValue += texture2D(texSampler, texCoord - float(i) * blurVec) * gaussCoeff.x; avgValue += texture2D(texSampler, texCoord + float(i) * blurVec) * gaussCoeff.x; gaussCoeffSum += 2.0 * gaussCoeff.x; gaussCoeff.xy *= gaussCoeff.yz; } return avgValue / gaussCoeffSum; } const vec3 LumWeights = vec3(0.2126, 0.7152, 0.0722); vec3 ReinhardEq3Tonemap(vec3 x) { return x / (1.0 + x); } vec3 ReinhardEq4Tonemap(vec3 x, float white) { return x * (1.0 + x / white) / (1.0 + x); } // Unchared2 tone mapping (See http://filmicgames.com) 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; vec3 Uncharted2Tonemap(vec3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } vec3 ColorCorrection(vec3 color, sampler3D lut) { float lutSize = 16.0; float scale = (lutSize - 1.0) / lutSize; float offset = 1.0 / (2.0 * lutSize); return texture3D(lut, clamp(color, 0.0, 1.0) * scale + offset).rgb; } const float Gamma = 2.2; const float InverseGamma = 1.0 / 2.2; vec3 ToGamma(vec3 color) { return vec3(pow(color.r, Gamma), pow(color.g, Gamma), pow(color.b, Gamma)); } vec3 ToInverseGamma(vec3 color) { return vec3(pow(color.r, InverseGamma), pow(color.g, InverseGamma), pow(color.b, InverseGamma)); } #endif