1
0
Fork 0

HDR: Add night vision effect

This commit is contained in:
Fernando García Liñán 2024-01-26 15:16:11 +01:00
parent 3e9ec9bf6a
commit 7e0b22e5b7
5 changed files with 155 additions and 3 deletions

View file

@ -8,6 +8,8 @@
<alpha><use>/sim/rendering/redout/alpha</use></alpha>
<red><use>/sim/rendering/redout/red</use></red>
<max-distorsion-amount type="float">0.2</max-distorsion-amount>
<!-- night_vision.glsl -->
<night-vision-enabled><use>/sim/rendering/hdr/night-vision/enabled</use></night-vision-enabled>
</parameters>
<technique n="1">
<pass>
@ -17,8 +19,9 @@
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/aces.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/redout.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/noise.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/redout.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/night_vision.glsl</fragment-shader>
</program>
<uniform>
<name>hdr_tex</name>
@ -56,6 +59,12 @@
<type>float</type>
<value><use>max-distorsion-amount</use></value>
</uniform>
<!-- night_vision.glsl -->
<uniform>
<name>night_vision_enabled</name>
<type>bool</type>
<value><use>night-vision-enabled</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -0,0 +1,33 @@
#version 330 core
uniform bool night_vision_enabled;
uniform vec4 fg_Viewport;
uniform float osg_SimulationTime;
const float FLICKER_AMOUNT = 0.05;
const float NOISE_AMOUNT = 0.03;
const float GRAIN_SIZE = 3.0;
// color.glsl
float linear_srgb_to_luminance(vec3 color);
// noise.glsl
float rand_1d(float n);
float snoise_3d(vec3 v);
vec3 night_vision_apply(vec3 color, vec2 uv)
{
if (!night_vision_enabled) {
return color;
}
float lum = linear_srgb_to_luminance(color);
float noise = snoise_3d(vec3(uv * fg_Viewport.zw / GRAIN_SIZE, osg_SimulationTime * 10.0));
lum += noise * NOISE_AMOUNT;
float flicker = rand_1d(osg_SimulationTime) * FLICKER_AMOUNT;
vec3 green_factor = vec3(0.1, 1.0 - FLICKER_AMOUNT + flicker, 0.2);
color = lum * green_factor;
// Add vignetting
float d = distance(uv, vec2(0.5));
color *= smoothstep(0.7, 0.2, d);
return color;
}

View file

@ -19,6 +19,11 @@
#version 330 core
float rand_1d(float n)
{
return fract(sin(n) * 43758.5453123);
}
float rand_2d(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
@ -159,3 +164,101 @@ float voronoi_noise_2d(vec2 coord, float wavelength, float xrand, float yrand)
{
return voronoi_noise_2d(coord / wavelength, xrand, yrand);
}
/*
* 3D Simplex noise by Ian McEwan, Ashima Arts.
* Copyright (C) 2011 Ashima Arts. All rights reserved.
* Distributed under the MIT License.
* https://github.com/ashima/webgl-noise
*/
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylor_inv_sqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise_3d(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylor_inv_sqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}

View file

@ -18,11 +18,13 @@ const float NOISE_GRANULARITY = 0.5 / 255.0;
vec3 eotf_sRGB(vec3 linear_srgb);
// aces.glsl
vec3 aces_fitted(vec3 color);
// noise.glsl
float rand_2d(vec2 co);
// redout.glsl
vec2 redout_distort(vec2 uv);
vec3 redout_apply(vec3 color, vec2 uv);
// noise.glsl
float rand_2d(vec2 co);
// night-vision.glsl
vec3 night_vision_apply(vec3 color, vec2 uv);
vec3 get_debug_color(float value)
{
@ -65,6 +67,8 @@ void main()
hdr_color = mix(hdr_color, bloom, bloom_strength);
// Tonemap
vec3 color = aces_fitted(hdr_color);
// Apply night vision filter
color = night_vision_apply(color, uv);
// Apply blackout/redout
color = redout_apply(color, uv);
// Gamma correction

View file

@ -569,6 +569,9 @@ Started September 2000 by David Megginson, david@megginson.com
<sss-max-distance type="float">0.2</sss-max-distance>
<sss-depth-bias type="float">0.00001</sss-depth-bias>
</shadows>
<night-vision>
<enabled type="bool">false</enabled>
</night-vision>
<debug>
<display-ev100 type="bool">false</display-ev100>
<show-gbuffer type="bool">false</show-gbuffer>