#5808 - Include and use .glsl in source (rend2)
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30 changed files with 2058 additions and 999 deletions
48
code/rend2/glsl/tonemap_fp.glsl
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48
code/rend2/glsl/tonemap_fp.glsl
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uniform sampler2D u_TextureMap;
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uniform sampler2D u_LevelsMap;
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uniform vec4 u_Color;
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uniform vec2 u_AutoExposureMinMax;
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uniform vec3 u_ToneMinAvgMaxLinear;
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varying vec2 var_TexCoords;
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const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
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vec3 FilmicTonemap(vec3 x)
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{
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const float SS = 0.22; // Shoulder Strength
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const float LS = 0.30; // Linear Strength
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const float LA = 0.10; // Linear Angle
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const float TS = 0.20; // Toe Strength
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const float TAN = 0.01; // Toe Angle Numerator
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const float TAD = 0.30; // Toe Angle Denominator
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vec3 SSxx = SS * x * x;
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vec3 LSx = LS * x;
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vec3 LALSx = LSx * LA;
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return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD;
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//return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
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}
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void main()
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{
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vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
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vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
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vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
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float avgLum = exp2(logMinAvgMaxLum.y);
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//float maxLum = exp2(logMinAvgMaxLum.z);
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color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;
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color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));
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vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
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color.rgb = FilmicTonemap(color.rgb) * fWhite;
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gl_FragColor = clamp(color, 0.0, 1.0);
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}
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