Files
OpenSpace/shaders/hdr.glsl
2018-04-22 09:15:42 +00:00

114 lines
4.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* 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. *
****************************************************************************************/
uniform float gamma;
vec3 exponentialToneMapping(vec3 color, float exposure) {
color *= exposure;
color.r = color.r < 1.413 ? pow(color.r * 0.38317, 1.0 / gamma) : 1.0 - exp(-color.r);
color.g = color.g < 1.413 ? pow(color.g * 0.38317, 1.0 / gamma) : 1.0 - exp(-color.g);
color.b = color.b < 1.413 ? pow(color.b * 0.38317, 1.0 / gamma) : 1.0 - exp(-color.b);
return color;
}
vec3 linearToneMapping(vec3 color, float exposure) {
float tExposure = 0.08f;
color = clamp(tExposure * color, 0.f, 1.f);
color = pow(color, vec3(1.f / gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color, float exposure) {
float tExposure = 1.5f;
color *= tExposure/(1.f + color / tExposure);
color = pow(color, vec3(1.f / gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color, float exposure) {
float luma = dot(color, vec3(0.2126f, 0.7152f, 0.0722f));
float toneMappedLuma = luma / (1.f + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1.f / gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color, float exposure) {
float white = 4.f;
//float luma = dot(color, vec3(0.2126f, 0.7152f, 0.0722f));
float luma = dot(color, vec3(0.4126f, 0.9152f, 0.2722f));
float toneMappedLuma = luma * (1.f + luma / (white * white)) / (1.f + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1.f / gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color, float exposure) {
color = exp( -1.f / ( 2.72f * color + 0.15f ) );
color = pow(color, vec3(1.7f / gamma));
return color;
}
vec3 filmicToneMapping(vec3 color, float exposure)
{
color = max(vec3(0.f), color - vec3(0.04f));
color = (color * (6.2f * color + 0.5f)) / (color * (6.2f * color + 20.f) + 0.06f);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color, float exposure) {
float A = 0.15f;
float B = 0.5f;
float C = 0.1f;
float D = 0.2f;
float E = 0.02f;
float F = 0.3f;
float W = 11.2f;
float tExposure = 0.4f;
color *= tExposure;
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;
color = pow(color, vec3(1.0f / gamma));
return color;
}
vec3 jToneMapping(vec3 color, float exposure) {
return 1.0 - exp(-exposure * color);
}
vec3 HDR(vec3 color, float exposure) {
//return exponentialToneMapping(color, exposure);
//return linearToneMapping(color, exposure);
//return simpleReinhardToneMapping(color, exposure);
//return lumaBasedReinhardToneMapping(color, exposure);
//return whitePreservingLumaBasedReinhardToneMapping(color, exposure);
//return RomBinDaHouseToneMapping(color, exposure);
//return filmicToneMapping(color, exposure);
//return Uncharted2ToneMapping(color, exposure);
return jToneMapping(color, exposure);
}