Files
Nuake/Data/Shaders/tonemap.shader
2025-01-31 18:04:43 -05:00

69 lines
1.8 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
uniform sampler2D u_Source;
uniform float u_Gamma;
uniform float u_Exposure;
uniform float u_TAAFactor;
uniform sampler2D u_PreviousFrame;
uniform sampler2D u_VelocityFrame;
in vec2 UV;
out vec4 FragColor;
vec3 aces(vec3 x) {
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((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}
void main()
{
vec3 color = texture(u_Source, UV).rgb;
vec3 mapped = vec3(1.0) - exp(-color * u_Exposure);
//color = vec3(1.0) - exp(-color * u_Exposure);
// reinhard
//color = color / (color + vec3(1.0));
// gamma correct
color = pow(mapped, vec3(u_Gamma));
// TAA
vec2 velocity = texture(u_VelocityFrame, UV).rg;
vec2 previousPixelPos = UV - velocity;
vec3 historyColor = texture(u_PreviousFrame, previousPixelPos).rgb;
// Sample the neighboring pixels for clamping
vec3 NearColor0 = textureOffset(u_Source, UV, ivec2(1, 0)).rgb;
vec3 NearColor1 = textureOffset(u_Source, UV, ivec2(0, 1)).rgb;
vec3 NearColor2 = textureOffset(u_Source, UV, ivec2(-1, 0)).rgb;
vec3 NearColor3 = textureOffset(u_Source, UV, ivec2(0, -1)).rgb;
// Calculate the min and max colors
vec3 BoxMin = min(color, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3))));
vec3 BoxMax = max(color, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));
// Clamp the history color
historyColor = clamp(historyColor, BoxMin, BoxMax);
color = mix(color, historyColor, u_TAAFactor);
FragColor = vec4(color, 1.0);
}