c4d19877cf
- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
107 lines
2.6 KiB
GLSL
107 lines
2.6 KiB
GLSL
#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D hdr_tex;
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uniform sampler2D lum_tex;
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uniform sampler2D bloom_tex;
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uniform vec2 fg_BufferSize;
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uniform float bloom_magnitude;
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uniform bool debug_ev100;
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vec3 applyExposure(vec3 color, float avgLuminance, float threshold);
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/**
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* ACES tone mapping
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* From 'Baking Lab' by MJP and David Neubelt
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* Original by Stephen Hill
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* https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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* Licensed under the MIT license
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*/
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// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
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const mat3 ACESInputMat = mat3(
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0.59719, 0.07600, 0.02840,
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0.35458, 0.90834, 0.13383,
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0.04823, 0.01566, 0.83777);
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// ODT_SAT => XYZ => D60_2_D65 => sRGB
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const mat3 ACESOutputMat = mat3(
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1.60475, -0.10208, -0.00327,
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-0.53108, 1.10813, -0.07276,
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-0.07367, -0.00605, 1.07602);
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vec3 ACESFitted(vec3 color)
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{
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vec3 v = ACESInputMat * color;
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vec3 a = v * (v + 0.0245786) - 0.000090537;
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vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
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return clamp(ACESOutputMat * (a / b), 0.0, 1.0);
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}
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vec3 getDebugColor(float value)
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{
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float level = value*3.14159265/2.0;
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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 debugEV100(vec3 hdr, float avgLuminance)
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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 getDebugColor(texCoord.x);
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}
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float luminance = max(dot(hdr, vec3(0.299, 0.587, 0.114)), 0.0001);
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float ev100 = log2(luminance * 8.0);
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float norm = ev100 / 12.0 + 0.5;
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return getDebugColor(norm);
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}
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vec3 encodeSRGB(vec3 linearRGB)
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{
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vec3 a = 12.92 * linearRGB;
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vec3 b = 1.055 * pow(linearRGB, vec3(1.0 / 2.4)) - 0.055;
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vec3 c = step(vec3(0.0031308), linearRGB);
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return mix(a, b, c);
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}
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float rand2D(vec2 co)
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{
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main()
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{
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vec3 hdrColor = texture(hdr_tex, texCoord).rgb;
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float avgLuminance = texelFetch(lum_tex, ivec2(0), 0).r;
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// Exposure
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vec3 exposedHdrColor = applyExposure(hdrColor, avgLuminance, 0.0);
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if (debug_ev100) {
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fragColor = vec4(debugEV100(exposedHdrColor, avgLuminance), 1.0);
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return;
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}
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// Tonemap
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vec3 color = ACESFitted(exposedHdrColor);
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// Gamma correction
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color = encodeSRGB(color);
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// Bloom
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vec3 bloom = texture(bloom_tex, texCoord).rgb;
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color += bloom.rgb * bloom_magnitude;
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// Dithering
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color += mix(-0.5/255.0, 0.5/255.0, rand2D(texCoord));
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fragColor = vec4(color, 1.0);
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}
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