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/**
 * @file postDeferredTonemap.glsl
 *
 * $LicenseInfo:firstyear=2024&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2024, 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;
}

// Khronos Neutral tonemapping
// https://github.com/KhronosGroup/ToneMapping/tree/main
// Input color is non-negative and resides in the Linear Rec. 709 color space.
// Output color is also Linear Rec. 709, but in the [0, 1] range.
vec3 PBRNeutralToneMapping( vec3 color )
{
  const float startCompression = 0.8 - 0.04;
  const float desaturation = 0.15;

  float x = min(color.r, min(color.g, color.b));
  float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
  color -= offset;

  float peak = max(color.r, max(color.g, color.b));
  if (peak < startCompression) return color;

  const float d = 1. - startCompression;
  float newPeak = 1. - d * d / (peak + d - startCompression);
  color *= newPeak / peak;

  float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
  return mix(color, newPeak * vec3(1, 1, 1), g);
}

uniform float exposure;
uniform float tonemap_mix;
uniform int tonemap_type;

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

    color *= exposure * exp_scale;

    vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0));

    switch(tonemap_type)
    {
    case 0:
        color = PBRNeutralToneMapping(color);
        break;
    case 1:
        color = toneMapACES_Hill(color);
        break;
    }

    // mix tonemapped and linear here to provide adjustment
    color = mix(clamped_color, color, tonemap_mix);
#endif

    return color;
}

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

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);
    }
}

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

#ifndef NO_POST
    diff.rgb = toneMap(diff.rgb);
#else
    diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0));
#endif

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