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-rw-r--r--tests/manual/rhi/hdr/hdrtexture.frag44
1 files changed, 44 insertions, 0 deletions
diff --git a/tests/manual/rhi/hdr/hdrtexture.frag b/tests/manual/rhi/hdr/hdrtexture.frag
new file mode 100644
index 0000000000..9d5e12005a
--- /dev/null
+++ b/tests/manual/rhi/hdr/hdrtexture.frag
@@ -0,0 +1,44 @@
+#version 440
+
+layout(location = 0) in vec2 v_texcoord;
+
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 mvp;
+ int flip;
+ int sdr;
+ float tonemapInMax;
+ float tonemapOutMax;
+} ubuf;
+
+layout(binding = 1) uniform sampler2D tex;
+
+vec3 linearToSRGB(vec3 color)
+{
+ vec3 S1 = sqrt(color);
+ vec3 S2 = sqrt(S1);
+ vec3 S3 = sqrt(S2);
+ return 0.585122381 * S1 + 0.783140355 * S2 - 0.368262736 * S3;
+}
+
+// https://learn.microsoft.com/en-us/windows/win32/direct3darticles/high-dynamic-range
+vec3 simpleReinhardTonemapper(vec3 c, float inMax, float outMax)
+{
+ c /= vec3(inMax);
+ c.r = c.r / (1 + c.r);
+ c.g = c.g / (1 + c.g);
+ c.b = c.b / (1 + c.b);
+ c *= vec3(outMax);
+ return c;
+}
+
+void main()
+{
+ vec4 c = texture(tex, v_texcoord);
+ if (ubuf.tonemapInMax != 0)
+ c.rgb = simpleReinhardTonemapper(c.rgb, ubuf.tonemapInMax, ubuf.tonemapOutMax);
+ else if (ubuf.sdr != 0)
+ c.rgb = linearToSRGB(c.rgb);
+ fragColor = vec4(c.rgb * c.a, c.a);
+}