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#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);
}
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