paysages3d/src/render/opengl/shaders/tonemapping.frag

35 lines
944 B
GLSL

uniform float exposure;
float _uncharted2Tonemap(float x)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
/*vec4 applyToneMapping(vec4 color)
{
float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
return vec4(((color * e) / (1.0 + color * e)).rgb, 1.0);
}*/
vec4 applyToneMapping(vec4 color)
{
float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
float W = 11.2;
float white_scale = 1.0 / _uncharted2Tonemap(W);
vec4 result;
result.r = pow(_uncharted2Tonemap(color.r * e) * white_scale, 1.0 / 2.2);
result.g = pow(_uncharted2Tonemap(color.g * e) * white_scale, 1.0 / 2.2);
result.b = pow(_uncharted2Tonemap(color.b * e) * white_scale, 1.0 / 2.2);
result.a = 1.0;
return result;
}