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Nuake-custom/Data/Shaders/Vulkan/tonemap.frag
2025-04-26 19:23:28 -04:00

52 lines
1.3 KiB
GLSL

#include "Utils/header.hlsl"
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct TonemapPushConstant
{
float Exposure;
float Gamma;
int SourceTextureID;
};
[[vk::push_constant]]
TonemapPushConstant pushConstants;
float3 PBRNeutralToneMapping(float3 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 lerp(color, newPeak * float3(1, 1, 1), g);
}
PSOutput main(PSInput input)
{
PSOutput output;
float3 color = textures[pushConstants.SourceTextureID].Sample(mySampler[0], input.UV).rgb;
float3 mapped = float3(1.0, 1.0, 1.0) - exp(-color * pushConstants.Exposure);
color = pow(mapped, float3(pushConstants.Gamma, pushConstants.Gamma, pushConstants.Gamma));
output.oColor0 = float4(color, 1);
return output;
}