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