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