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opengl 3.3 renderer shaders
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47
shaders/tonemapping.glsl
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47
shaders/tonemapping.glsl
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const float pureWhite = 1.0;
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vec3 reinhard(vec3 x)
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{
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// return x / (x + vec3(1.0));
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// Reinhard tonemapping operator.
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// see: "Photographic Tone Reproduction for Digital Images", eq. 4
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float luminance = dot(x, vec3(0.2126, 0.7152, 0.0722));
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float mappedLuminance = (luminance * (1.0 + luminance/(pureWhite*pureWhite))) / (1.0 + luminance);
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// Scale color by ratio of average luminances.
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return (mappedLuminance / luminance) * x;
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}
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// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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vec3 ACESFilm(vec3 x)
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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return (x*(a*x+b))/(x*(c*x+d)+e);
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}
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// https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
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vec3 filmicF(vec3 x)
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{
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float A = 0.22f;
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float B = 0.30f;
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float C = 0.10f;
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float D = 0.20f;
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float E = 0.01f;
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float F = 0.30f;
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return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F)) - E/F;
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}
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vec3 filmic(vec3 x)
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{
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return filmicF(x) / filmicF(vec3(11.2f));
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}
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vec4 tonemap(vec4 x)
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{
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// return FBOUT(vec4(ACESFilm(x.rgb), x.a));
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return FBOUT(vec4(reinhard(x.rgb), x.a));
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}
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