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+// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
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+
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+// These encodings should have the same integer values as THREE.LinearEncoding, THREE.sRGBEncoding, etc...
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+#define ENCODING_Linear 3000
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+#define ENCODING_sRGB 3001
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+#define ENCODING_RGBE 3002
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+#define ENCODING_LogLuv 3003
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+#define ENCODING_RGBM7 3004
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+#define ENCODING_RGBM16 3005
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+#define ENCODING_RGBD 3006
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+#define ENCODING_Gamma 3007
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+
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+vec4 LinearToLinear( in vec4 value ) {
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+ return value;
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+}
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+
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+vec4 GammaToLinear( in vec4 value, in float gammaFactor ) {
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+ return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );
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+}
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+vec4 LinearTosGamma( in vec4 value, in float gammaFactor ) {
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+ return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );
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+}
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+
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+vec4 sRGBToLinear( in vec4 value ) {
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+ return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );
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+}
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+vec4 LinearTosRGB( in vec4 value ) {
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+ return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );
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+}
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+
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+vec4 RGBEToLinear( in vec4 value ) {
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+ return vec4( value.xyz * exp2( value.w*256.0 - 128.0 ), 1.0 );
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+}
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+vec4 LinearToRGBE( in vec4 value ) {
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+ float maxComponent = max(max(value.r, value.g), value.b );
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+ float fExp = ceil( log2(maxComponent) );
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+ return vec4( value.rgb / exp2(fExp), (fExp + 128.0) / 255.0 );
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+}
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+
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+// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
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+vec4 RGBMToLinear( in vec4 value, in float maxRange ) {
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+ return vec4( value.xyz * value.w * maxRange, 1.0 );
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+}
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+vec4 LinearToRGBM( in vec4 value, in float maxRange ) {
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+ float maxRGB = max( value.x, max( value.g, value.b ) );
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+ float M = maxRGB / maxRange;
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+ M = ceil( M * 255.0 ) / 255.0;
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+ return vec4( value.rgb / ( M * maxRange ), M );
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+}
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+
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+// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html
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+vec4 RGBDToLinear( in vec4 value, in float maxRange ) {
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+ return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );
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+}
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+vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
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+ float maxRGB = max( value.x, max( value.g, value.b ) );
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+ float D = max( maxRange / maxRGB, 1.0 );
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+ D = saturate( floor( D ) / 255.0 );
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+ return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
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+}
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+
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+// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html
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+
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+// M matrix, for encoding
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+const mat3 cLogLuvM = mat3(
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+ 0.2209, 0.3390, 0.4184,
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+ 0.1138, 0.6780, 0.7319,
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+ 0.0102, 0.1130, 0.2969);
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+vec4 LinearToLogLuv( in vec4 value ) {
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+ vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;
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+ Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));
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+ vec4 vResult;
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+ vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
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+ float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
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+ vResult.w = fract(Le);
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+ vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;
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+ return vResult;
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+}
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+
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+// Inverse M matrix, for decoding
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+const mat3 cLogLuvInverseM = mat3(
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+ 6.0014, -2.7008, -1.7996,
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+ -1.3320, 3.1029, -5.7721,
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+ 0.3008, -1.0882, 5.6268);
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+vec4 LogLuvToLinear( in vec4 value ) {
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+ float Le = value.z * 255.0 + value.w;
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+ vec3 Xp_Y_XYZp;
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+ Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);
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+ Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
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+ Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
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+ vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;
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+ return vec4( max(vRGB, 0.0), 1.0 );
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+}
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