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fgdata/Shaders/HDR/aces.glsl

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GLSL

/*
* ACES tone mapping
* From 'Baking Lab' by MJP and David Neubelt
* Original by Stephen Hill
* https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
* Licensed under the MIT license
*/
#version 330 core
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
const mat3 ACESInputMat = mat3(
0.59719, 0.07600, 0.02840,
0.35458, 0.90834, 0.13383,
0.04823, 0.01566, 0.83777);
// ODT_SAT => XYZ => D60_2_D65 => sRGB
const mat3 ACESOutputMat = mat3(
1.60475, -0.10208, -0.00327,
-0.53108, 1.10813, -0.07276,
-0.07367, -0.00605, 1.07602);
vec3 aces_fitted(vec3 color)
{
vec3 v = ACESInputMat * color;
vec3 a = v * (v + 0.0245786) - 0.000090537;
vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
return clamp(ACESOutputMat * (a / b), 0.0, 1.0);
}