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-rw-r--r--drivers/gles2/shaders/copy.glsl75
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));