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AGX tonemapping
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@@ -40,23 +40,116 @@ vec3 filmic(vec3 x)
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return filmicF(x) / filmicF(vec3(11.2f));
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}
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// AgX tonemapping based on nxrighthere / Missing Deadlines implementation.
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// 0: Default, 1: Golden, 2: Punchy
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#ifndef AGX_LOOK
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#define AGX_LOOK 2
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#endif
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vec3 AgxDefaultContrastApprox(vec3 x)
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{
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vec3 x2 = x * x;
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vec3 x4 = x2 * x2;
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return 15.5 * x4 * x2
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- 40.14 * x4 * x
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+ 31.96 * x4
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- 6.868 * x2 * x
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+ 0.4298 * x2
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+ 0.1191 * x
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- 0.00232;
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}
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vec3 Agx(vec3 val)
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{
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mat3 agx_mat = mat3(
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0.842479062253094, 0.0784335999999992, 0.0792237451477643,
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0.0423282422610123, 0.878468636469772, 0.0791661274605434,
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0.0423756549057051, 0.0784336, 0.879142973793104
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);
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// DEFAULT_LOG2_MIN = -10.0
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// DEFAULT_LOG2_MAX = +6.5
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// MIDDLE_GRAY = 0.18
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// log2(pow(2, VALUE) * MIDDLE_GRAY)
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const float min_ev = -12.47393;
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const float max_ev = 0.526069;
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const float agx_eps = 1e-6;
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// Input transform (inset)
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val = agx_mat * val;
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// Log2 space encoding. max() avoids -INF/NaN for zero/negative inputs.
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val = clamp(log2(max(val, vec3(agx_eps))), min_ev, max_ev);
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val = (val - min_ev) / (max_ev - min_ev);
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// Apply sigmoid function approximation.
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return AgxDefaultContrastApprox(val);
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}
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vec3 AgxEotf(vec3 val)
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{
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mat3 agx_mat_inv = mat3(
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1.19687900512017, -0.0980208811401368, -0.0990297440797205,
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-0.0528968517574562, 1.15190312990417, -0.0989611768448433,
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-0.0529716355144438, -0.0980434501171241, 1.15107367264116
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);
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// Inverse input transform (outset)
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val = agx_mat_inv * val;
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// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display.
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// If your render target already applies sRGB conversion, replace this with:
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// return max(val, vec3(0.0));
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return pow(max(val, vec3(0.0)), vec3(2.2));
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}
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vec3 AgxLook(vec3 val)
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{
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vec3 lw = vec3(0.2126, 0.7152, 0.0722);
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float luma = dot(val, lw);
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vec3 offset = vec3(0.0);
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vec3 slope = vec3(1.0);
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vec3 power = vec3(1.0);
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float sat = 1.0;
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#if AGX_LOOK == 1
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// Golden
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slope = vec3(1.0, 0.9, 0.5);
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power = vec3(0.8);
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sat = 0.8;
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#elif AGX_LOOK == 2
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// Punchy
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slope = vec3(1.0);
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power = vec3(1.35);
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sat = 1.4;
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#endif
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// ASC CDL
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val = pow(max(val * slope + offset, vec3(0.0)), power);
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return vec3(luma) + sat * (val - vec3(luma));
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}
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vec3 ApplyAgX(vec3 linearColorRec709)
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{
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linearColorRec709 = Agx(linearColorRec709);
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linearColorRec709 = AgxLook(linearColorRec709);
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linearColorRec709 = AgxEotf(linearColorRec709);
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return linearColorRec709;
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}
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vec4 tonemap(vec4 x)
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{
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// Use ACES Filmic by default. Reinhard above kept for reference, but
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// with pureWhite=1.0 it collapses to identity (L*(1+L)/(1+L) = L) and
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// just clips HDR>1.0 at the framebuffer -> washed-out / burnt look.
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// ACES gives a smooth highlight shoulder + slight toe contrast.
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// Use AgX by default. Reinhard and ACES above are kept for reference.
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// Last-line-of-defense sanitize. ACESFilm has the form
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// (x*(a*x+b)) / (x*(c*x+d)+e)
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// which maps NaN -> NaN and +Inf -> NaN (Inf/Inf). Either turns the
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// pixel black after framebuffer clamp. A negative HDR input feeds a
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// negative numerator/denominator and can produce non-physical output
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// that also looks like a black flash. Clamp to a sensible range
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// before the curve so a single bad upstream pixel can't escape.
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// Last-line-of-defense sanitize so NaN/Inf/negative HDR values do not
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// escape into log2()/pow() and produce black flashes or invalid output.
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vec3 hdr = x.rgb;
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hdr = mix(hdr, vec3(0.0), vec3(any(isnan(hdr)) || any(isinf(hdr))));
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hdr = max(hdr, vec3(0.0));
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return FBOUT(vec4(ACESFilm(hdr), x.a));
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return FBOUT(vec4(ApplyAgX(hdr), x.a));
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//return FBOUT(vec4(ACESFilm(hdr), x.a));
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//return FBOUT(vec4(reinhard(x.rgb), x.a));
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}
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