ClarityGFX

Stuff.
This commit is contained in:
Jamie 2017-12-21 07:20:49 -08:00
parent 29d56cdb99
commit 2fcbaa6896
2 changed files with 146 additions and 134 deletions

View File

@ -17,23 +17,23 @@
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
//Fake High Dynamic Range.
const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 8 // 0: disable, 1-8: enable.
#define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 1 // 0: disable, 1: enable.
//Levels Control
const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0
#define Tech 1
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and
const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.0; // Default is 1.0
const float Technicolor2_Saturation = 1.0; // Default is 1.0
const float Technicolor2_Strength = 1.0; // [Default is 1.0]
const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves / Filmic Pass Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 1.0; // Default 1.0
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 1 // 0: disable, 1: enable.
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
//###########################################################
//Do not edit under this line.
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -182,12 +177,15 @@ vec3 Uncharted2ToneMapping(vec3 color)
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
return color;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
return color;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
@ -305,14 +306,17 @@ vec3 FilmPass(vec3 inputColor) {
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@ -523,6 +529,9 @@ void main()
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
@ -550,24 +559,21 @@ void main()
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif

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@ -17,23 +17,23 @@
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
//Fake High Dynamic Range.
const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 8 // 0: disable, 1-8: enable.
#define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 1 // 0: disable, 1: enable.
//Levels Control
const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0
#define Tech 1
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and
const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.0; // Default is 1.0
const float Technicolor2_Saturation = 1.0; // Default is 1.0
const float Technicolor2_Strength = 1.0; // [Default is 1.0]
const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves / Filmic Pass Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 1.0; // Default 1.0
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 1 // 0: disable, 1: enable.
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
//###########################################################
//Do not edit under this line.
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
@ -182,12 +177,15 @@ vec3 Uncharted2ToneMapping(vec3 color)
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
return color;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
return color;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
@ -305,14 +306,17 @@ vec3 FilmPass(vec3 inputColor) {
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@ -523,6 +529,9 @@ void main()
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
@ -550,24 +559,21 @@ void main()
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif