diff options
Diffstat (limited to 'drivers/gles2/shaders/copy.glsl')
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 75 |
1 files changed, 63 insertions, 12 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index f96ec1d1bd..d8fb03f3a3 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -78,7 +78,7 @@ uniform highp float hdr_glow_scale; uniform sampler2D hdr_source; uniform highp float tonemap_exposure; - +uniform highp float tonemap_white; #endif #ifdef USE_BCS @@ -318,6 +318,7 @@ void main() { #ifdef USE_HDR + highp float white_mult = 1.0; #ifdef USE_8BIT_HDR highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); @@ -325,11 +326,37 @@ void main() { color.rgb*=LUM_RANGE; hdr_lum*=LUM_RANGE; //restore to full range #else - highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r; + + highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg; + highp float hdr_lum = lv.r; +#ifdef USE_AUTOWHITE + white_mult=lv.g; +#endif + #endif +#ifdef USE_REINHARDT_TONEMAPPER + float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); + float lp = tonemap_exposure/hdr_lum*src_lum; + float white = tonemap_white; +#ifdef USE_AUTOWHITE + white_mult = (white_mult + 1.0 * white_mult); + white_mult*=white_mult; + white*=white_mult; +#endif + lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp ); + color.rgb*=lp; + +#else + +#ifdef USE_LOG_TONEMAPPER + color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0); +#else highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported color.rgb*=tone_scale; +#endif + +#endif #endif @@ -393,7 +420,11 @@ void main() { #ifdef USE_HDR_COPY //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); - highp float lum = max(color.r,max(color.g,color.b)); + //highp float lum = max(color.r,max(color.g,color.b)); + highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); + + //lum=log(lum+0.0001); //everyone does it + #ifdef USE_8BIT_HDR highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); @@ -422,21 +453,33 @@ void main() { #else highp float lum_accum = color.r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r; + highp float lum_max = color.g; + +#define LUM_REDUCE(m_uv) \ + {\ + vec2 val = texture2D( source, uv_interp+m_uv ).rg;\ + lum_accum+=val.x;\ + lum_max=max(val.y,lum_max);\ + } + + LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) ); + LUM_REDUCE( vec2(0.0,-pixel_size.y) ); + LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) ); + LUM_REDUCE( vec2(-pixel_size.x,0.0) ); + LUM_REDUCE( vec2(pixel_size.x,0.0) ); + LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) ); + LUM_REDUCE( vec2(0.0,pixel_size.y) ); + LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) ); lum_accum/=9.0; #endif #ifdef USE_HDR_STORE -#ifdef USE_8BIT_HDR + //lum_accum=exp(lum_accum); + +#ifdef USE_8BIT_HDR + highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); #else @@ -451,12 +494,20 @@ void main() { comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else +#ifdef USE_AUTOWHITE + color.r=lum_accum; + color.g=lum_max; +#else color.rgb=vec3(lum_accum); #endif #endif +#endif + + + #ifdef USE_RGBE color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0)); |