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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#include "PostProcess.glsl" | |
varying vec2 vTexCoord; | |
varying vec2 vScreenPos; | |
#ifdef COMPILEPS | |
uniform float cAutoExposureAdaptRate; | |
uniform vec2 cAutoExposureLumRange; | |
uniform float cAutoExposureMiddleGrey; | |
uniform vec2 cHDR128InvSize; | |
uniform vec2 cLum64InvSize; | |
uniform vec2 cLum16InvSize; | |
uniform vec2 cLum4InvSize; | |
float GatherAvgLum(sampler2D texSampler, vec2 texCoord, vec2 texelSize) | |
{ | |
float lumAvg = 0.0; | |
lumAvg += texture2D(texSampler, texCoord + vec2(1.0, -1.0) * texelSize).r; | |
lumAvg += texture2D(texSampler, texCoord + vec2(-1.0, 1.0) * texelSize).r; | |
lumAvg += texture2D(texSampler, texCoord + vec2(1.0, 1.0) * texelSize).r; | |
lumAvg += texture2D(texSampler, texCoord + vec2(1.0, -1.0) * texelSize).r; | |
return lumAvg / 4.0; | |
} | |
#endif | |
void VS() | |
{ | |
mat4 modelMatrix = iModelMatrix; | |
vec3 worldPos = GetWorldPos(modelMatrix); | |
gl_Position = GetClipPos(worldPos); | |
vTexCoord = GetQuadTexCoord(gl_Position); | |
vScreenPos = GetScreenPosPreDiv(gl_Position); | |
} | |
void PS() | |
{ | |
#ifdef LUMINANCE64 | |
float logLumSum = 0.0; | |
logLumSum += log(dot(texture2D(sDiffMap, vTexCoord + vec2(-1.0, -1.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5); | |
logLumSum += log(dot(texture2D(sDiffMap, vTexCoord + vec2(-1.0, 1.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5); | |
logLumSum += log(dot(texture2D(sDiffMap, vTexCoord + vec2(1.0, 1.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5); | |
logLumSum += log(dot(texture2D(sDiffMap, vTexCoord + vec2(1.0, -1.0) * cHDR128InvSize).rgb, LumWeights) + 1e-5); | |
gl_FragColor.r = logLumSum/4.; | |
#endif | |
#ifdef LUMINANCE16 | |
gl_FragColor.r = GatherAvgLum(sDiffMap, vTexCoord, cLum64InvSize); | |
#endif | |
#ifdef LUMINANCE4 | |
gl_FragColor.r = GatherAvgLum(sDiffMap, vTexCoord, cLum16InvSize); | |
#endif | |
#ifdef LUMINANCE1 | |
gl_FragColor.r = exp(GatherAvgLum(sDiffMap, vTexCoord, cLum4InvSize)); | |
#endif | |
#ifdef ADAPTLUMINANCE | |
float adaptedLum = texture2D(sDiffMap, vTexCoord).r; | |
float lum = clamp(texture2D(sNormalMap, vTexCoord).r, cAutoExposureLumRange.x, cAutoExposureLumRange.y); | |
gl_FragColor.r = adaptedLum + (lum - adaptedLum) * (1.0 - exp(-cDeltaTimePS * cAutoExposureAdaptRate)); | |
#endif | |
#ifdef EXPOSE | |
vec3 color = texture2D(sDiffMap, vScreenPos).rgb; | |
float adaptedLum = texture2D(sNormalMap, vTexCoord).r; | |
// if (vScreenPos.x < 0.1) | |
// { | |
// if (vScreenPos.y < adaptedLum) | |
// color = vec3(0.1,0.3,0.); | |
// } | |
/// Numbers output by FabriceNeyret2 https://www.shadertoy.com/view/4lXSR4 | |
// int x = 28-int(vScreenPos.x * 1000)/3, y = int(vScreenPos.y * 1000)/3, | |
// c = int( adaptedLum / pow(10.,float(x/4-3)) ); | |
// x-=x/4*4; | |
// c = ( x<1||y<1||y>5? 0: y>4? 972980223: y>3? 690407533: y>2? 704642687: y>1? 696556137: 972881535 ) / int(exp2(float(x+26+c/10*30-3*c))); | |
// vec3 num = vec3( max(c-c/2*2 , 0) ); | |
// gl_FragColor = vec4( vec3(color * (cAutoExposureMiddleGrey / adaptedLum) + num*0.2), 1.0); | |
gl_FragColor = vec4(color * (cAutoExposureMiddleGrey / adaptedLum), 1.0); | |
#endif | |
} |
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