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authorDanila Shutov <dcbrwn2@gmail.com>2020-04-06 17:06:40 +0300
committerGitHub <noreply@github.com>2020-04-06 16:06:40 +0200
commit661b4a1837067082a76114c08a7aebec83bc2b58 (patch)
tree24472ce1f147e1946207802c4833edb3f7347ebf /client/shaders/object_shader
parentf91124a0c0d8c448b3d3d0767b3c8b2352c92d6e (diff)
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Add tone mapping for entities (#9521)
fixes #9301
Diffstat (limited to 'client/shaders/object_shader')
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl37
1 files changed, 37 insertions, 0 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index bb9e40637..32f3e974e 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -25,6 +25,38 @@ const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
+#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)) - 0.03333;
+}
+
+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));
@@ -114,6 +146,11 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
col.rgb *= emissiveColor.rgb * vIDiff;
+
+#ifdef ENABLE_TONE_MAPPING
+ col = applyToneMapping(col);
+#endif
+
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
// the fog will only be rendered correctly if the last operation before the
// clamp() is an addition. Else, the clamp() seems to be ignored.