summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
blob: a0eb6cfbb8c18bc942e4d2eb01fe18662451014d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/**
 * @file postDeferredGammaCorrect.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 *
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

/*[EXTRA_CODE_HERE]*/

out vec4 frag_color;

uniform sampler2D diffuseRect;
uniform sampler2D exposureMap;

uniform vec2 screen_res;
in vec2 vary_fragcoord;

vec3 linear_to_srgb(vec3 cl);

//===============================================================
// tone mapping taken from Khronos sample implementation
//===============================================================

// 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
);

// 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;
}

uniform float exposure;
uniform float gamma;
uniform float aces_mix;

vec3 toneMap(vec3 color)
{
#ifndef NO_POST
    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;

    color *= exposure * exp_scale;

    // mix ACES and Linear here as a compromise to avoid over-darkening legacy content
    color = mix(toneMapACES_Hill(color), color, aces_mix);
#endif

    return color;
}

//===============================================================

//=================================
// borrowed noise from:
//  <https://www.shadertoy.com/view/4dS3Wd>
//  By Morgan McGuire @morgan3d, http://graphicscodex.com
//
float hash(float n) { return fract(sin(n) * 1e4); }
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }

float noise(float x) {
    float i = floor(x);
    float f = fract(x);
    float u = f * f * (3.0 - 2.0 * f);
    return mix(hash(i), hash(i + 1.0), u);
}

float noise(vec2 x) {
    vec2 i = floor(x);
    vec2 f = fract(x);

    // Four corners in 2D of a tile
    float a = hash(i);
    float b = hash(i + vec2(1.0, 0.0));
    float c = hash(i + vec2(0.0, 1.0));
    float d = hash(i + vec2(1.0, 1.0));

    // Simple 2D lerp using smoothstep envelope between the values.
    // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
    //          mix(c, d, smoothstep(0.0, 1.0, f.x)),
    //          smoothstep(0.0, 1.0, f.y)));

    // Same code, with the clamps in smoothstep and common subexpressions
    // optimized away.
    vec2 u = f * f * (3.0 - 2.0 * f);
    return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}

//=============================

void debugExposure(inout vec3 color)
{
    float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
    exp_scale *= 0.5;
    if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
    {
        color = vec3(1,0,0);
    }
}

vec3 legacyGamma(vec3 color)
{
    vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
    c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side

    return c;
}

void main()
{
    //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
    vec4 diff = texture(diffuseRect, vary_fragcoord);

#ifdef LEGACY_GAMMA
    diff.rgb = linear_to_srgb(diff.rgb);
    diff.rgb = legacyGamma(diff.rgb);
#else
#ifndef NO_POST
    diff.rgb = toneMap(diff.rgb);
#endif
    diff.rgb = linear_to_srgb(diff.rgb);
#endif

    vec2 tc = vary_fragcoord.xy*screen_res*4.0;
    vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
    vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
    diff.rgb += nz*0.003;

    //debugExposure(diff.rgb);
    frag_color = max(diff, vec4(0));
}