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fgdata/Shaders/HDR/postprocess.frag
2024-01-26 01:11:44 +01:00

76 lines
1.8 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texcoord;
uniform sampler2D hdr_tex;
uniform sampler2D bloom_tex;
uniform vec2 fg_BufferSize;
uniform float bloom_strength;
uniform bool debug_ev100;
const float NOISE_GRANULARITY = 0.5 / 255.0;
// color.glsl
vec3 eotf_sRGB(vec3 linear_srgb);
// aces.glsl
vec3 aces_fitted(vec3 color);
// redout.glsl
vec2 redout_distort(vec2 uv);
vec3 redout_apply(vec3 color, vec2 uv);
// noise.glsl
float rand_2d(vec2 co);
vec3 get_debug_color(float value)
{
float level = value * 3.14159265 * 0.5;
vec3 col;
col.r = sin(level);
col.g = sin(level * 2.0);
col.b = cos(level);
return col;
}
vec3 get_ev100_color(vec3 hdr)
{
float level;
if (texcoord.y < 0.05) {
const float w = 0.001;
if (texcoord.x >= (0.5 - w) && texcoord.x <= (0.5 + w))
return vec3(1.0);
return get_debug_color(texcoord.x);
}
float lum = max(dot(hdr, vec3(0.299, 0.587, 0.114)), 0.0001);
float ev100 = log2(lum * 8.0);
float norm = ev100 / 12.0 + 0.5;
return get_debug_color(norm);
}
void main()
{
if (debug_ev100) {
fragColor = vec4(get_ev100_color(texture(hdr_tex, texcoord).rgb), 1.0);
return;
}
// Blackout/redout applies a small distortion effect
vec2 uv = redout_distort(texcoord);
vec3 hdr_color = texture(hdr_tex, uv).rgb;
// Apply bloom
vec3 bloom = texture(bloom_tex, uv).rgb;
hdr_color = mix(hdr_color, bloom, bloom_strength);
// Tonemap
vec3 color = aces_fitted(hdr_color);
// Apply blackout/redout
color = redout_apply(color, uv);
// Gamma correction
color = eotf_sRGB(color);
// Dithering
color += mix(-NOISE_GRANULARITY, NOISE_GRANULARITY, rand_2d(texcoord));
fragColor = vec4(color, 1.0);
}