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author | Danila Shutov <dcbrwn2@gmail.com> | 2020-04-06 17:06:40 +0300 |
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committer | GitHub <noreply@github.com> | 2020-04-06 16:06:40 +0200 |
commit | 661b4a1837067082a76114c08a7aebec83bc2b58 (patch) | |
tree | 24472ce1f147e1946207802c4833edb3f7347ebf /client | |
parent | f91124a0c0d8c448b3d3d0767b3c8b2352c92d6e (diff) | |
download | minetest-661b4a1837067082a76114c08a7aebec83bc2b58.tar.gz minetest-661b4a1837067082a76114c08a7aebec83bc2b58.tar.bz2 minetest-661b4a1837067082a76114c08a7aebec83bc2b58.zip |
Add tone mapping for entities (#9521)
fixes #9301
Diffstat (limited to 'client')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 37 |
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. |