Path: blob/master/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
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#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) out vec2 uv_interp; void main() { // old code, ARM driver bug on Mali-GXXx GPUs and Vulkan API 1.3.xxx // https://github.com/godotengine/godot/pull/92817#issuecomment-2168625982 //vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); //gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); //uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 vec2 vertex_base; if (gl_VertexIndex == 0) { vertex_base = vec2(-1.0, -1.0); } else if (gl_VertexIndex == 1) { vertex_base = vec2(-1.0, 3.0); } else { vertex_base = vec2(3.0, -1.0); } gl_Position = vec4(vertex_base, 0.0, 1.0); uv_interp = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 } #[fragment] #version 450 #VERSION_DEFINES #ifdef USE_MULTIVIEW #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #endif //USE_MULTIVIEW layout(location = 0) in vec2 uv_interp; #ifdef SUBPASS layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color; #elif defined(USE_MULTIVIEW) layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else layout(set = 0, binding = 0) uniform sampler2D source_color; #endif layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; #ifdef USE_MULTIVIEW layout(set = 2, binding = 0) uniform sampler2DArray source_glow; #else layout(set = 2, binding = 0) uniform sampler2D source_glow; #endif layout(set = 2, binding = 1) uniform sampler2D glow_map; #ifdef USE_1D_LUT layout(set = 3, binding = 0) uniform sampler2D source_color_correction; #else layout(set = 3, binding = 0) uniform sampler3D source_color_correction; #endif #define FLAG_USE_BCS (1 << 0) #define FLAG_USE_GLOW (1 << 1) #define FLAG_USE_AUTO_EXPOSURE (1 << 2) #define FLAG_USE_COLOR_CORRECTION (1 << 3) #define FLAG_USE_FXAA (1 << 4) #define FLAG_USE_8_BIT_DEBANDING (1 << 5) #define FLAG_USE_10_BIT_DEBANDING (1 << 6) #define FLAG_CONVERT_TO_SRGB (1 << 7) layout(push_constant, std430) uniform Params { vec3 bcs; uint flags; vec2 pixel_size; uint tonemapper; uint pad; uvec2 glow_texture_size; float glow_intensity; float glow_map_strength; uint glow_mode; float glow_levels[7]; float exposure; float white; float auto_exposure_scale; float luminance_multiplier; } params; layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC // w0, w1, w2, and w3 are the four cubic B-spline basis functions float w0(float a) { return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); } float w1(float a) { return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); } float w2(float a) { return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); } float w3(float a) { return (1.0f / 6.0f) * (a * a * a); } // g0 and g1 are the two amplitude functions float g0(float a) { return w0(a) + w1(a); } float g1(float a) { return w2(a) + w3(a); } // h0 and h1 are the two offset functions float h0(float a) { return -1.0f + w1(a) / (w0(a) + w1(a)); } float h1(float a) { return 1.0f + w3(a) / (w2(a) + w3(a)); } #ifdef USE_MULTIVIEW vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(params.glow_texture_size >> p_lod); vec2 pixel_size = vec2(1.0f) / tex_size; uv = uv * tex_size + vec2(0.5f); vec2 iuv = floor(uv); vec2 fuv = fract(uv); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex); vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex); vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex); vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex); return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #else // USE_MULTIVIEW vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(params.glow_texture_size >> p_lod); vec2 pixel_size = vec2(1.0f) / tex_size; uv = uv * tex_size + vec2(0.5f); vec2 iuv = floor(uv); vec2 fuv = fract(uv); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #endif // !USE_MULTIVIEW #else // USE_GLOW_FILTER_BICUBIC #ifdef USE_MULTIVIEW #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod)) #else // USE_MULTIVIEW #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) #endif // !USE_MULTIVIEW #endif // !USE_GLOW_FILTER_BICUBIC // Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt vec3 tonemap_reinhard(vec3 color, float white) { float white_squared = white * white; vec3 white_squared_color = white_squared * color; // Equivalent to color * (1 + color / white_squared) / (1 + color) return (white_squared_color + color * color) / (white_squared_color + white_squared); } vec3 tonemap_filmic(vec3 color, float white) { // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values) // has no effect on the curve's general shape or visual properties const float exposure_bias = 2.0f; const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance const float B = 0.30f * exposure_bias; const float C = 0.10f; const float D = 0.20f; const float E = 0.01f; const float F = 0.30f; vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; return color_tonemapped / white_tonemapped; } // Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl // (MIT License). vec3 tonemap_aces(vec3 color, float white) { const float exposure_bias = 1.8f; const float A = 0.0245786f; const float B = 0.000090537f; const float C = 0.983729f; const float D = 0.432951f; const float E = 0.238081f; // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` const mat3 rgb_to_rrt = mat3( vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); const mat3 odt_to_rgb = mat3( vec3(1.60475f, -0.53108f, -0.07367f), vec3(-0.10208f, 1.10813f, -0.00605f), vec3(-0.00327f, -0.07276f, 1.07602f)); color *= rgb_to_rrt; vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); color_tonemapped *= odt_to_rgb; white *= exposure_bias; float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E); return color_tonemapped / white_tonemapped; } // Polynomial approximation of EaryChow's AgX sigmoid curve. // x must be within the range [0.0, 1.0] vec3 agx_contrast_approx(vec3 x) { // Generated with Excel trendline // Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps // Additional padding values were added to give correct intersections at 0.0 and 1.0 // 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0 vec3 x2 = x * x; vec3 x4 = x2 * x2; return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2; } // This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender. // This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses. // Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py vec3 tonemap_agx(vec3 color) { // Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices: const mat3 srgb_to_rec2020_agx_inset_matrix = mat3( 0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603, 0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023, 0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528); // Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices. const mat3 agx_outset_rec2020_to_srgb_matrix = mat3( 1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409, -0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117, -0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889); // LOG2_MIN = -10.0 // LOG2_MAX = +6.5 // MIDDLE_GRAY = 0.18 const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY) const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY) // Large negative values in one channel and large positive values in other // channels can result in a colour that appears darker and more saturated than // desired after passing it through the inset matrix. For this reason, it is // best to prevent negative input values. // This is done before the Rec. 2020 transform to allow the Rec. 2020 // transform to be combined with the AgX inset matrix. This results in a loss // of color information that could be correctly interpreted within the // Rec. 2020 color space as positive RGB values, but it is less common for Godot // to provide this function with negative sRGB values and therefore not worth // the performance cost of an additional matrix multiplication. // A value of 2e-10 intentionally introduces insignificant error to prevent // log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after // the matrix transform. color = max(color, 2e-10); // Do AGX in rec2020 to match Blender and then apply inset matrix. color = srgb_to_rec2020_agx_inset_matrix * color; // Log2 space encoding. // Must be clamped because agx_contrast_approx may not work // well with values outside of the range [0.0, 1.0] color = clamp(log2(color), min_ev, max_ev); color = (color - min_ev) / (max_ev - min_ev); // Apply sigmoid function approximation. color = agx_contrast_approx(color); // Convert back to linear before applying outset matrix. color = pow(color, vec3(2.4)); // Apply outset to make the result more chroma-laden and then go back to linear sRGB. color = agx_outset_rec2020_to_srgb_matrix * color; // Blender's lusRGB.compensate_low_side is too complex for this shader, so // simply return the color, even if it has negative components. These negative // components may be useful for subsequent color adjustments. return color; } vec3 linear_to_srgb(vec3 color) { // Clamping is not strictly necessary for floating point nonlinear sRGB encoding, // but many cases that call this function need the result clamped. color = clamp(color, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } #define TONEMAPPER_LINEAR 0 #define TONEMAPPER_REINHARD 1 #define TONEMAPPER_FILMIC 2 #define TONEMAPPER_ACES 3 #define TONEMAPPER_AGX 4 vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR // Ensure color values passed to tonemappers are positive. // They can be negative in the case of negative lights, which leads to undesired behavior. if (params.tonemapper == TONEMAPPER_LINEAR) { return color; } else if (params.tonemapper == TONEMAPPER_REINHARD) { return tonemap_reinhard(max(vec3(0.0f), color), white); } else if (params.tonemapper == TONEMAPPER_FILMIC) { return tonemap_filmic(max(vec3(0.0f), color), white); } else if (params.tonemapper == TONEMAPPER_ACES) { return tonemap_aces(max(vec3(0.0f), color), white); } else { // TONEMAPPER_AGX return tonemap_agx(color); } } #ifdef USE_MULTIVIEW vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later #else vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels #endif // defined(USE_MULTIVIEW) vec3 glow = vec3(0.0f); if (params.glow_levels[0] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0]; } if (params.glow_levels[1] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1]; } if (params.glow_levels[2] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2]; } if (params.glow_levels[3] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3]; } if (params.glow_levels[4] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4]; } if (params.glow_levels[5] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5]; } if (params.glow_levels[6] > 0.0001) { glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6]; } return glow; } #define GLOW_MODE_ADD 0 #define GLOW_MODE_SCREEN 1 #define GLOW_MODE_SOFTLIGHT 2 #define GLOW_MODE_REPLACE 3 #define GLOW_MODE_MIX 4 vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode if (params.glow_mode == GLOW_MODE_ADD) { return color + glow; } else if (params.glow_mode == GLOW_MODE_SCREEN) { // Needs color clamping. glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f)); return max((color + glow) - (color * glow), vec3(0.0)); } else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) { // Needs color clamping. glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f)); glow = glow * vec3(0.5f) + vec3(0.5f); color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); return color; } else { //replace return glow; } } vec3 apply_bcs(vec3 color, vec3 bcs) { color = mix(vec3(0.0f), color, bcs.x); color = mix(vec3(0.5f), color, bcs.y); color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); return color; } #ifdef USE_1D_LUT vec3 apply_color_correction(vec3 color) { color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; return color; } #else vec3 apply_color_correction(vec3 color) { return textureLod(source_color_correction, color, 0.0).rgb; } #endif #ifndef SUBPASS // FXAA 3.11 compact, Ported from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/fxaa.frag /////////////////////////////////////////////////////////////////////////////////// // MIT License // // Copyright (c) 2017 Simon Rodriguez // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. /////////////////////////////////////////////////////////////////////////////////// // Nvidia Original FXAA 3.11 License //---------------------------------------------------------------------------------- // File: es3-kepler\FXAA/FXAA3_11.h // SDK Version: v3.00 // Email: [email protected] // Site: http://developer.nvidia.com/ // // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //---------------------------------------------------------------------------------- // // NVIDIA FXAA 3.11 by TIMOTHY LOTTES // //---------------------------------------------------------------------------------- float QUALITY(float q) { return (q < 5 ? 1.0 : (q > 5 ? (q < 10 ? 2.0 : (q < 11 ? 4.0 : 8.0)) : 1.5)); } float rgb2luma(vec3 rgb) { return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114))); } vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float EDGE_THRESHOLD_MIN = 0.0312; const float EDGE_THRESHOLD_MAX = 0.125; const int ITERATIONS = 12; const float SUBPIXEL_QUALITY = 0.75; #ifdef USE_MULTIVIEW float lumaUp = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(0, 1)).xyz * exposure * params.luminance_multiplier); float lumaDown = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(0, -1)).xyz * exposure * params.luminance_multiplier); float lumaLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, 0)).xyz * exposure * params.luminance_multiplier); float lumaRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, 0)).xyz * exposure * params.luminance_multiplier); float lumaCenter = rgb2luma(color); float lumaMin = min(lumaCenter, min(min(lumaUp, lumaDown), min(lumaLeft, lumaRight))); float lumaMax = max(lumaCenter, max(max(lumaUp, lumaDown), max(lumaLeft, lumaRight))); float lumaRange = lumaMax - lumaMin; if (lumaRange < max(EDGE_THRESHOLD_MIN, lumaMax * EDGE_THRESHOLD_MAX)) { return color; } float lumaDownLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, -1)).xyz * exposure * params.luminance_multiplier); float lumaUpRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, 1)).xyz * exposure * params.luminance_multiplier); float lumaUpLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, 1)).xyz * exposure * params.luminance_multiplier); float lumaDownRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, -1)).xyz * exposure * params.luminance_multiplier); float lumaDownUp = lumaDown + lumaUp; float lumaLeftRight = lumaLeft + lumaRight; float lumaLeftCorners = lumaDownLeft + lumaUpLeft; float lumaDownCorners = lumaDownLeft + lumaDownRight; float lumaRightCorners = lumaDownRight + lumaUpRight; float lumaUpCorners = lumaUpRight + lumaUpLeft; float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners); float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners); bool isHorizontal = (edgeHorizontal >= edgeVertical); float stepLength = isHorizontal ? params.pixel_size.y : params.pixel_size.x; float luma1 = isHorizontal ? lumaDown : lumaLeft; float luma2 = isHorizontal ? lumaUp : lumaRight; float gradient1 = luma1 - lumaCenter; float gradient2 = luma2 - lumaCenter; bool is1Steepest = abs(gradient1) >= abs(gradient2); float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2)); float lumaLocalAverage = 0.0; if (is1Steepest) { stepLength = -stepLength; lumaLocalAverage = 0.5 * (luma1 + lumaCenter); } else { lumaLocalAverage = 0.5 * (luma2 + lumaCenter); } vec2 currentUv = uv_interp; if (isHorizontal) { currentUv.y += stepLength * 0.5; } else { currentUv.x += stepLength * 0.5; } vec2 offset = isHorizontal ? vec2(params.pixel_size.x, 0.0) : vec2(0.0, params.pixel_size.y); vec3 uv1 = vec3(currentUv - offset * QUALITY(0), ViewIndex); vec3 uv2 = vec3(currentUv + offset * QUALITY(0), ViewIndex); float lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier); float lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd1 -= lumaLocalAverage; lumaEnd2 -= lumaLocalAverage; bool reached1 = abs(lumaEnd1) >= gradientScaled; bool reached2 = abs(lumaEnd2) >= gradientScaled; bool reachedBoth = reached1 && reached2; if (!reached1) { uv1 -= vec3(offset * QUALITY(1), 0.0); } if (!reached2) { uv2 += vec3(offset * QUALITY(1), 0.0); } if (!reachedBoth) { for (int i = 2; i < ITERATIONS; i++) { if (!reached1) { lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd1 = lumaEnd1 - lumaLocalAverage; } if (!reached2) { lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd2 = lumaEnd2 - lumaLocalAverage; } reached1 = abs(lumaEnd1) >= gradientScaled; reached2 = abs(lumaEnd2) >= gradientScaled; reachedBoth = reached1 && reached2; if (!reached1) { uv1 -= vec3(offset * QUALITY(i), 0.0); } if (!reached2) { uv2 += vec3(offset * QUALITY(i), 0.0); } if (reachedBoth) { break; } } } float distance1 = isHorizontal ? (uv_interp.x - uv1.x) : (uv_interp.y - uv1.y); float distance2 = isHorizontal ? (uv2.x - uv_interp.x) : (uv2.y - uv_interp.y); bool isDirection1 = distance1 < distance2; float distanceFinal = min(distance1, distance2); float edgeThickness = (distance1 + distance2); bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage; bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller; bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller; bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2; float pixelOffset = -distanceFinal / edgeThickness + 0.5; float finalOffset = correctVariation ? pixelOffset : 0.0; float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners); float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0); float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1; float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * SUBPIXEL_QUALITY; finalOffset = max(finalOffset, subPixelOffsetFinal); vec3 finalUv = vec3(uv_interp, ViewIndex); if (isHorizontal) { finalUv.y += finalOffset * stepLength; } else { finalUv.x += finalOffset * stepLength; } vec3 finalColor = textureLod(source_color, finalUv, 0.0).xyz * exposure * params.luminance_multiplier; return finalColor; #else float lumaUp = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(0, 1)).xyz * exposure * params.luminance_multiplier); float lumaDown = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(0, -1)).xyz * exposure * params.luminance_multiplier); float lumaLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, 0)).xyz * exposure * params.luminance_multiplier); float lumaRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, 0)).xyz * exposure * params.luminance_multiplier); float lumaCenter = rgb2luma(color); float lumaMin = min(lumaCenter, min(min(lumaUp, lumaDown), min(lumaLeft, lumaRight))); float lumaMax = max(lumaCenter, max(max(lumaUp, lumaDown), max(lumaLeft, lumaRight))); float lumaRange = lumaMax - lumaMin; if (lumaRange < max(EDGE_THRESHOLD_MIN, lumaMax * EDGE_THRESHOLD_MAX)) { return color; } float lumaDownLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, -1)).xyz * exposure * params.luminance_multiplier); float lumaUpRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, 1)).xyz * exposure * params.luminance_multiplier); float lumaUpLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, 1)).xyz * exposure * params.luminance_multiplier); float lumaDownRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, -1)).xyz * exposure * params.luminance_multiplier); float lumaDownUp = lumaDown + lumaUp; float lumaLeftRight = lumaLeft + lumaRight; float lumaLeftCorners = lumaDownLeft + lumaUpLeft; float lumaDownCorners = lumaDownLeft + lumaDownRight; float lumaRightCorners = lumaDownRight + lumaUpRight; float lumaUpCorners = lumaUpRight + lumaUpLeft; float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners); float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners); bool isHorizontal = (edgeHorizontal >= edgeVertical); float stepLength = isHorizontal ? params.pixel_size.y : params.pixel_size.x; float luma1 = isHorizontal ? lumaDown : lumaLeft; float luma2 = isHorizontal ? lumaUp : lumaRight; float gradient1 = luma1 - lumaCenter; float gradient2 = luma2 - lumaCenter; bool is1Steepest = abs(gradient1) >= abs(gradient2); float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2)); float lumaLocalAverage = 0.0; if (is1Steepest) { stepLength = -stepLength; lumaLocalAverage = 0.5 * (luma1 + lumaCenter); } else { lumaLocalAverage = 0.5 * (luma2 + lumaCenter); } vec2 currentUv = uv_interp; if (isHorizontal) { currentUv.y += stepLength * 0.5; } else { currentUv.x += stepLength * 0.5; } vec2 offset = isHorizontal ? vec2(params.pixel_size.x, 0.0) : vec2(0.0, params.pixel_size.y); vec2 uv1 = currentUv - offset * QUALITY(0); vec2 uv2 = currentUv + offset * QUALITY(0); float lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier); float lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd1 -= lumaLocalAverage; lumaEnd2 -= lumaLocalAverage; bool reached1 = abs(lumaEnd1) >= gradientScaled; bool reached2 = abs(lumaEnd2) >= gradientScaled; bool reachedBoth = reached1 && reached2; if (!reached1) { uv1 -= offset * QUALITY(1); } if (!reached2) { uv2 += offset * QUALITY(1); } if (!reachedBoth) { for (int i = 2; i < ITERATIONS; i++) { if (!reached1) { lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd1 = lumaEnd1 - lumaLocalAverage; } if (!reached2) { lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier); lumaEnd2 = lumaEnd2 - lumaLocalAverage; } reached1 = abs(lumaEnd1) >= gradientScaled; reached2 = abs(lumaEnd2) >= gradientScaled; reachedBoth = reached1 && reached2; if (!reached1) { uv1 -= offset * QUALITY(i); } if (!reached2) { uv2 += offset * QUALITY(i); } if (reachedBoth) { break; } } } float distance1 = isHorizontal ? (uv_interp.x - uv1.x) : (uv_interp.y - uv1.y); float distance2 = isHorizontal ? (uv2.x - uv_interp.x) : (uv2.y - uv_interp.y); bool isDirection1 = distance1 < distance2; float distanceFinal = min(distance1, distance2); float edgeThickness = (distance1 + distance2); bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage; bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller; bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller; bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2; float pixelOffset = -distanceFinal / edgeThickness + 0.5; float finalOffset = correctVariation ? pixelOffset : 0.0; float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners); float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0); float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1; float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * SUBPIXEL_QUALITY; finalOffset = max(finalOffset, subPixelOffsetFinal); vec2 finalUv = uv_interp; if (isHorizontal) { finalUv.y += finalOffset * stepLength; } else { finalUv.x += finalOffset * stepLength; } vec3 finalColor = textureLod(source_color, finalUv, 0.0).xyz * exposure * params.luminance_multiplier; return finalColor; #endif } #endif // !SUBPASS // From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) // NOTE: `frag_coord` is in pixels (i.e. not normalized UV). // This dithering must be applied after encoding changes (linear/nonlinear) have been applied // as the final step before quantization from floating point to integer values. vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) { // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR. // Removed the time component to avoid passing time into this shader. vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord)); dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0)); // Subtract 0.5 to avoid slightly brightening the whole viewport. // Use a dither strength of 100% rather than the 37.5% suggested by the original source. return (dither.rgb - 0.5) / bit_alignment_diviser; } void main() { #ifdef SUBPASS // SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer #ifdef USE_MULTIVIEW // In order to ensure the `SpvCapabilityMultiView` is included in the SPIR-V capabilities, gl_ViewIndex must // be read in the shader. Without this, transpilation to Metal fails to include the multi-view variant. uint vi = ViewIndex; #endif vec4 color = subpassLoad(input_color); #elif defined(USE_MULTIVIEW) vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f); #else vec4 color = textureLod(source_color, uv_interp, 0.0f); #endif color.rgb *= params.luminance_multiplier; // Exposure float exposure = params.exposure; #ifndef SUBPASS if (bool(params.flags & FLAG_USE_AUTO_EXPOSURE)) { exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale); } #endif color.rgb *= exposure; // Early Tonemap & SRGB Conversion #ifndef SUBPASS if (bool(params.flags & FLAG_USE_FXAA)) { // FXAA must be performed before glow to preserve the "bleed" effect of glow. color.rgb = do_fxaa(color.rgb, exposure, uv_interp); } if (bool(params.flags & FLAG_USE_GLOW) && params.glow_mode == GLOW_MODE_MIX) { vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier; if (params.glow_map_strength > 0.001) { glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength); } color.rgb = mix(color.rgb, glow, params.glow_intensity); } #endif color.rgb = apply_tonemapping(color.rgb, params.white); bool convert_to_srgb = bool(params.flags & FLAG_CONVERT_TO_SRGB); if (convert_to_srgb) { color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion. } #ifndef SUBPASS // Glow if (bool(params.flags & FLAG_USE_GLOW) && params.glow_mode != GLOW_MODE_MIX) { vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier; if (params.glow_map_strength > 0.001) { glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength); } // high dynamic range -> SRGB glow = apply_tonemapping(glow, params.white); if (convert_to_srgb) { glow = linear_to_srgb(glow); } color.rgb = apply_glow(color.rgb, glow); } #endif // Additional effects if (bool(params.flags & FLAG_USE_BCS)) { color.rgb = apply_bcs(color.rgb, params.bcs); } if (bool(params.flags & FLAG_USE_COLOR_CORRECTION)) { // apply_color_correction requires nonlinear sRGB encoding if (!convert_to_srgb) { color.rgb = linear_to_srgb(color.rgb); } color.rgb = apply_color_correction(color.rgb); // When convert_to_srgb is false, there is no need to convert back to // linear because the color correction texture sampling does this for us. } // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer. // Otherwise, we're adding noise to an already-quantized image. if (bool(params.flags & FLAG_USE_8_BIT_DEBANDING)) { // Divide by 255 to align to 8-bit quantization. color.rgb += screen_space_dither(gl_FragCoord.xy, 255.0); } else if (bool(params.flags & FLAG_USE_10_BIT_DEBANDING)) { // Divide by 1023 to align to 10-bit quantization. color.rgb += screen_space_dither(gl_FragCoord.xy, 1023.0); } frag_color = color; }