layout(push_constant) uniform PushConstant { vec4 viewport; vec4 options; vec4 transform_ops; }; #include "common.nocompile.glsl" layout (location = 0) in vec2 inUV; layout(location = 1) in vec4 inOffset; layout (location = 0) out vec4 outColor; layout (binding = 1) uniform sampler2D colorSampler; layout (binding = 6) uniform sampler2D averageLuminanceSampler; layout (binding = 7) uniform sampler2D farFieldSampler; // adapted from https://bruop.github.io/exposure/ vec3 convertRGB2XYZ(vec3 _rgb) { // Reference: // RGB/XYZ Matrices // http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html vec3 xyz; xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb); xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb); return xyz; } vec3 convertXYZ2RGB(vec3 _xyz) { vec3 rgb; rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz); rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz); rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz); return rgb; } vec3 convertXYZ2Yxy(vec3 _xyz) { // Reference: // http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) ); return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv); } vec3 convertYxy2XYZ(vec3 _Yxy) { // Reference: // http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html vec3 xyz; xyz.x = _Yxy.x*_Yxy.y/_Yxy.z; xyz.y = _Yxy.x; xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z; return xyz; } vec3 convertRGB2Yxy(vec3 _rgb) { return convertXYZ2Yxy(convertRGB2XYZ(_rgb) ); } vec3 convertYxy2RGB(vec3 _Yxy) { return convertXYZ2RGB(convertYxy2XYZ(_Yxy) ); } float reinhard2(float _x, float _whiteSqr) { return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x); } void main() { // passthrough if(options.w == 1) { outColor = texture(colorSampler, inUV); return; } bool enable_dof = options.w == 2; vec3 sceneColor = vec3(0); if(enable_dof) { sceneColor = texture(farFieldSampler, inUV).rgb; sceneColor += texture(colorSampler, inUV).rgb; } else { sceneColor = texture(colorSampler, inUV).rgb; } vec3 hdrColor = sceneColor; // fading removed float avg_lum = texture(averageLuminanceSampler, inUV).r; vec3 transformed_color = hdrColor; if(transform_ops.y == 1) { transformed_color = vec3(1.0) - exp(-transformed_color * options.z); } else if(transform_ops.y == 2) { vec3 Yxy = convertRGB2Yxy(transformed_color); // hard-coded for now float whitePoint = 4.0; float lp = Yxy.x / (9.6 * avg_lum + 0.0001); // Replace this line with other tone mapping functions // Here we applying the curve to the luminance exclusively Yxy.x = reinhard2(lp, whitePoint); transformed_color = convertYxy2RGB(Yxy); } if(transform_ops.x == 1) { transformed_color = from_linear_to_srgb(transformed_color); } outColor = vec4(transformed_color, 1.0); }