diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/srgbF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/srgbF.glsl | 61 |
1 files changed, 60 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 4a8b892c3a..31b02377da 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ + uniform sampler2D exposureMap; + vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); @@ -72,7 +74,7 @@ vec3 rgb2hsv(vec3 c) vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); - float e = 1.0e-10; + float e = 1.0e-3; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } @@ -82,3 +84,60 @@ vec3 hsv2rgb(vec3 c) vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } + +const mat3 inv_ACESOutputMat = mat3(0.643038, 0.0592687, 0.0059619, 0.311187, 0.931436, 0.063929, 0.0457755, 0.00929492, 0.930118 ); + +const mat3 inv_ACESInputMat = mat3( 1.76474, -0.147028, -0.0363368, -0.675778, 1.16025, -0.162436, -0.0889633, -0.0132237, 1.19877 ); + +vec3 inv_RRTAndODTFit(vec3 x) +{ + float A = 0.0245786; + float B = 0.000090537; + float C = 0.983729; + float D = 0.4329510; + float E = 0.238081; + + return (A - D * x)/(2.0 * (C * x - 1.0)) - sqrt(pow(D * x - A, vec3(2.0)) - 4.0 * (C * x - 1.0) * (B + E * x))/(2.0 * (C * x - 1.0)); +} + +// experimental inverse of ACES Hill tonemapping +vec3 inv_toneMapACES_Hill(vec3 color) +{ + color = inv_ACESOutputMat * color; + + // Apply RRT and ODT + color = inv_RRTAndODTFit(color); + + color = inv_ACESInputMat * color; + + return color; +} + +// adjust legacy colors to back out tonemapping and exposure +// NOTE: obsolete now that setting probe ambiance to zero removes tonemapping and exposure, but keeping for a minute +// while that change goes through testing - davep 6/1/2023 +#define LEGACY_ADJUST 0 + +vec3 legacy_adjust(vec3 c) +{ +#if LEGACY_ADJUST + vec3 desat = rgb2hsv(c.rgb); + desat.g *= 1.0-(1.0-desat.b)*0.5; + desat.b += (1.0-desat.b)*0.1f; + desat.rgb = hsv2rgb(desat); + return desat; +#else + return c; +#endif +} + +vec3 legacy_adjust_fullbright(vec3 c) +{ +#if LEGACY_ADJUST + float exp_scale = clamp(texture(exposureMap, vec2(0.5, 0.5)).r, 0.01, 10.0); + return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty +#else + return c; +#endif +} + |