Files
QuaternionEngine/shaders/tonemap.frag

50 lines
936 B
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;
} 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 main()
{
vec3 hdr = texture(uHdr, inUV).rgb;
// 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);
}