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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl48
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl52
2 files changed, 86 insertions, 14 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index b3789e1cb..49befa8d4 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -20,6 +20,38 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
+#ifdef ENABLE_TONE_MAPPING
+
+/* Hable's UC2 Tone mapping parameters
+ A = 0.22;
+ B = 0.30;
+ C = 0.10;
+ D = 0.20;
+ E = 0.01;
+ F = 0.30;
+ W = 11.2;
+ equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
+*/
+
+vec3 uncharted2Tonemap(vec3 x)
+{
+ return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
+}
+
+vec4 applyToneMapping(vec4 color)
+{
+ color = vec4(pow(color.rgb, vec3(2.2)), color.a);
+ const float gamma = 1.6;
+ const float exposureBias = 5.5;
+ color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
+ // Precalculated white_scale from
+ //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
+ vec3 whiteScale = vec3(1.036015346);
+ color.rgb *= whiteScale;
+ return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
+}
+#endif
+
void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
@@ -160,22 +192,26 @@ void main(void)
color = base.rgb;
#endif
+ vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
+
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
- vec4 col = vec4(color.rgb, alpha);
- col *= gl_Color;
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
- gl_FragColor = vec4(col.rgb, alpha);
+ col = vec4(col.rgb, alpha);
#else
- vec4 col = vec4(color.rgb, base.a);
- col *= gl_Color;
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.rgb, base.a);
+ col = vec4(col.rgb, base.a);
+#endif
+
+#ifdef ENABLE_TONE_MAPPING
+ gl_FragColor = applyToneMapping(col);
+#else
+ gl_FragColor = col;
#endif
}
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 75751e243..1fa669541 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -22,6 +22,38 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
+#ifdef ENABLE_TONE_MAPPING
+
+/* Hable's UC2 Tone mapping parameters
+ A = 0.22;
+ B = 0.30;
+ C = 0.10;
+ D = 0.20;
+ E = 0.01;
+ F = 0.30;
+ W = 11.2;
+ equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
+*/
+
+vec3 uncharted2Tonemap(vec3 x)
+{
+ return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
+}
+
+vec4 applyToneMapping(vec4 color)
+{
+ color = vec4(pow(color.rgb, vec3(2.2)), color.a);
+ const float gamma = 1.6;
+ const float exposureBias = 5.5;
+ color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
+ // Precalculated white_scale from
+ //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
+ vec3 whiteScale = vec3(1.036015346);
+ color.rgb *= whiteScale;
+ return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
+}
+#endif
+
void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
@@ -116,22 +148,26 @@ vec4 base = texture2D(baseTexture, uv).rgba;
color = base.rgb;
#endif
+ vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
+
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
- vec4 col = vec4(color.rgb, alpha);
- col *= gl_Color;
- if(fogDistance != 0.0){
+ if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
- gl_FragColor = vec4(col.rgb, alpha);
+ col = vec4(col.rgb, alpha);
#else
- vec4 col = vec4(color.rgb, base.a);
- col *= gl_Color;
- if(fogDistance != 0.0){
+ if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.rgb, base.a);
+ col = vec4(col.rgb, base.a);
+#endif
+
+#ifdef ENABLE_TONE_MAPPING
+ gl_FragColor = applyToneMapping(col);
+#else
+ gl_FragColor = col;
#endif
}