42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
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#ifndef saturate
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#define saturate(a) clamp( a, 0.0, 1.0 )
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#endif
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uniform float toneMappingExposure;
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uniform float toneMappingWhitePoint;
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// exposure only
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vec3 LinearToneMapping( vec3 color ) {
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return toneMappingExposure * color;
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}
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// source: https://www.cs.utah.edu/~reinhard/cdrom/
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vec3 ReinhardToneMapping( vec3 color ) {
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color *= toneMappingExposure;
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return saturate( color / ( vec3( 1.0 ) + color ) );
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}
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// source: http://filmicgames.com/archives/75
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#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
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vec3 Uncharted2ToneMapping( vec3 color ) {
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// John Hable's filmic operator from Uncharted 2 video game
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color *= toneMappingExposure;
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return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
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}
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// source: http://filmicgames.com/archives/75
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vec3 OptimizedCineonToneMapping( vec3 color ) {
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// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
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color *= toneMappingExposure;
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color = max( vec3( 0.0 ), color - 0.004 );
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return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
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}
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