Files
QuaternionEngine/shaders/tonemap.frag

94 lines
3.0 KiB
GLSL

#version 450
layout(location=0) in vec2 inUV;
layout(location=0) out vec4 outColor;
layout(set=0, binding=0) uniform sampler2D uHdr;
layout(push_constant) uniform Push
{
float exposure;
int mode;
int bloomEnabled;
float bloomThreshold;
float bloomIntensity;
} pc;
vec3 reinhard(vec3 x)
{
return x / (1.0 + x);
}
// Narkowicz ACES approximation
vec3 aces_tonemap(vec3 x)
{
// https://64.github.io/tonemapping/
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
}
void accum_bloom(vec3 c, float kernel_weight, inout vec3 bloom, inout float weight_sum)
{
float bright = max(max(c.r, c.g), c.b) - pc.bloomThreshold;
bright = max(bright, 0.0);
// Match the old behavior: only normalize over samples that pass the threshold.
float contribute = step(1e-5, bright);
bloom += c * bright * kernel_weight;
weight_sum += kernel_weight * contribute;
}
void main()
{
vec3 hdr = texture(uHdr, inUV).rgb;
// Simple bloom in HDR space: approximate a 5x5 Gaussian blur using 9 bilinear samples (vs. 25 taps).
if (pc.bloomEnabled != 0 && pc.bloomIntensity > 0.0)
{
vec2 texel = 1.0 / vec2(textureSize(uHdr, 0));
vec2 d = texel * 1.2; // Combines 1- and 2-texel taps via linear filtering (4:1 weight).
vec3 bloom = vec3(0.0);
float wsum = 0.0;
// 1D weights [1 4 6 4 1] collapsed to 3 linear samples => weights [5 6 5]
// 2D separable => center 36, axis 30, corners 25 (sum 256).
accum_bloom(hdr, 36.0, bloom, wsum); // reuse center sample
accum_bloom(texture(uHdr, clamp(inUV + vec2( d.x, 0.0), vec2(0.0), vec2(1.0))).rgb, 30.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2(-d.x, 0.0), vec2(0.0), vec2(1.0))).rgb, 30.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2(0.0, d.y), vec2(0.0), vec2(1.0))).rgb, 30.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2(0.0, -d.y), vec2(0.0), vec2(1.0))).rgb, 30.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2( d.x, d.y), vec2(0.0), vec2(1.0))).rgb, 25.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2(-d.x, d.y), vec2(0.0), vec2(1.0))).rgb, 25.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2( d.x, -d.y), vec2(0.0), vec2(1.0))).rgb, 25.0, bloom, wsum);
accum_bloom(texture(uHdr, clamp(inUV + vec2(-d.x, -d.y), vec2(0.0), vec2(1.0))).rgb, 25.0, bloom, wsum);
if (wsum > 0.0)
{
bloom /= wsum;
hdr += pc.bloomIntensity * bloom;
}
}
// Simple exposure
float exposure = max(pc.exposure, 0.0001);
vec3 mapped = hdr * exposure;
if (pc.mode == 1)
mapped = aces_tonemap(mapped);
else
mapped = reinhard(mapped);
const float gamma = 2.2;
mapped = pow(mapped, vec3(1.0 / gamma));
outColor = vec4(mapped, 1.0);
}