diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-21 15:40:20 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2023-02-21 15:40:20 -0600 |
commit | 131d116ffd21ef1e726e21c8fe2e6b7068c6c3d9 (patch) | |
tree | 48f32f650c520e9322ecb70cd414ced5d5bd2f3e /indra/newview/app_settings | |
parent | cd0944caa692e6440f85d21fa706636fc5e46e27 (diff) |
SL-19239 Day after three day quality pass - add ACES tone mapping to address "haziness" (and also fix banding in emissive materials)
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 118 |
1 files changed, 117 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 987b2d1fe8..e0e975faf0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -41,6 +41,122 @@ uniform float display_gamma; vec3 linear_to_srgb(vec3 cl); +//=============================================================== +// tone mapping taken from Khronos sample implementation +//=============================================================== +const float GAMMA = 2.2; +const float INV_GAMMA = 1.0 / GAMMA; + + +// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT +const mat3 ACESInputMat = mat3 +( + 0.59719, 0.07600, 0.02840, + 0.35458, 0.90834, 0.13383, + 0.04823, 0.01566, 0.83777 +); + + +// ODT_SAT => XYZ => D60_2_D65 => sRGB +const mat3 ACESOutputMat = mat3 +( + 1.60475, -0.10208, -0.00327, + -0.53108, 1.10813, -0.07276, + -0.07367, -0.00605, 1.07602 +); + + +// linear to sRGB approximation +// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html +vec3 linearTosRGB(vec3 color) +{ + return pow(color, vec3(INV_GAMMA)); +} + + +// sRGB to linear approximation +// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html +vec3 sRGBToLinear(vec3 srgbIn) +{ + return vec3(pow(srgbIn.xyz, vec3(GAMMA))); +} + + +vec4 sRGBToLinear(vec4 srgbIn) +{ + return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w); +} + + +// ACES tone map (faster approximation) +// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 toneMapACES_Narkowicz(vec3 color) +{ + const float A = 2.51; + const float B = 0.03; + const float C = 2.43; + const float D = 0.59; + const float E = 0.14; + return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); +} + + +// ACES filmic tone map approximation +// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +vec3 RRTAndODTFit(vec3 color) +{ + vec3 a = color * (color + 0.0245786) - 0.000090537; + vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; + return a / b; +} + + +// tone mapping +vec3 toneMapACES_Hill(vec3 color) +{ + color = ACESInputMat * color; + + // Apply RRT and ODT + color = RRTAndODTFit(color); + + color = ACESOutputMat * color; + + // Clamp to [0, 1] + color = clamp(color, 0.0, 1.0); + + return color; +} + + +#define TONEMAP_ACES_NARKOWICZ +//#define TONEMAP_ACES_HILL_EXPOSURE_BOOST +float u_Exposure = 1; + +vec3 toneMap(vec3 color) +{ + color *= u_Exposure; + +#ifdef TONEMAP_ACES_NARKOWICZ + color = toneMapACES_Narkowicz(color); +#endif + +#ifdef TONEMAP_ACES_HILL + color = toneMapACES_Hill(color); +#endif + +#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST + // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621 + // this factor is based on the exposure correction of Krzysztof Narkowicz in his + // implemetation of ACES tone mapping + color /= 0.6; + color = toneMapACES_Hill(color); +#endif + + return linearTosRGB(color); +} + +//=============================================================== + //================================= // borrowed noise from: // <https://www.shadertoy.com/view/4dS3Wd> @@ -83,7 +199,7 @@ void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) vec4 diff = texture2D(diffuseRect, vary_fragcoord); - diff.rgb = linear_to_srgb(diff.rgb); + diff.rgb = toneMap(diff.rgb); vec2 tc = vary_fragcoord.xy*screen_res; vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); |