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fgdata/Shaders/HDR/postprocess.frag
Fernando García Liñán f53a170539 HDR: Better bloom effect
We also now pre-expose our lighting before writing to the HDR buffers.
This solves some precision issues and prevents the Sun from producing
infinite values.
2023-04-13 00:30:02 +02:00

71 lines
1.5 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;
// aces.glsl
vec3 aces_fitted(vec3 color);
// color.glsl
vec3 eotf_sRGB(vec3 linear_srgb);
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);
}
float rand2D(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main()
{
vec3 hdr_color = texture(hdr_tex, texcoord).rgb;
if (debug_ev100) {
fragColor = vec4(get_ev100_color(hdr_color), 1.0);
return;
}
// Apply bloom
vec3 bloom = texture(bloom_tex, texcoord).rgb;
hdr_color = mix(hdr_color, bloom, bloom_strength);
// Tonemap
vec3 color = aces_fitted(hdr_color);
// Gamma correction
color = eotf_sRGB(color);
// Dithering
color += mix(-0.5/255.0, 0.5/255.0, rand2D(texcoord));
fragColor = vec4(color, 1.0);
}