const float pureWhite = 1.0; vec3 reinhard(vec3 x) { // return x / (x + vec3(1.0)); // Reinhard tonemapping operator. // see: "Photographic Tone Reproduction for Digital Images", eq. 4 float luminance = dot(x, vec3(0.2126, 0.7152, 0.0722)); float mappedLuminance = (luminance * (1.0 + luminance/(pureWhite*pureWhite))) / (1.0 + luminance); // Scale color by ratio of average luminances. return (mappedLuminance / luminance) * x; } // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ vec3 ACESFilm(vec3 x) { float a = 2.51f; float b = 0.03f; float c = 2.43f; float d = 0.59f; float e = 0.14f; return (x*(a*x+b))/(x*(c*x+d)+e); } // https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting vec3 filmicF(vec3 x) { float A = 0.22f; float B = 0.30f; float C = 0.10f; float D = 0.20f; float E = 0.01f; float F = 0.30f; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F)) - E/F; } vec3 filmic(vec3 x) { return filmicF(x) / filmicF(vec3(11.2f)); } vec4 tonemap(vec4 x) { // Use ACES Filmic by default. Reinhard above kept for reference, but // with pureWhite=1.0 it collapses to identity (L*(1+L)/(1+L) = L) and // just clips HDR>1.0 at the framebuffer -> washed-out / burnt look. // ACES gives a smooth highlight shoulder + slight toe contrast. // Last-line-of-defense sanitize. ACESFilm has the form // (x*(a*x+b)) / (x*(c*x+d)+e) // which maps NaN -> NaN and +Inf -> NaN (Inf/Inf). Either turns the // pixel black after framebuffer clamp. A negative HDR input feeds a // negative numerator/denominator and can produce non-physical output // that also looks like a black flash. Clamp to a sensible range // before the curve so a single bad upstream pixel can't escape. vec3 hdr = x.rgb; hdr = mix(hdr, vec3(0.0), vec3(any(isnan(hdr)) || any(isinf(hdr)))); hdr = max(hdr, vec3(0.0)); return FBOUT(vec4(ACESFilm(hdr), x.a)); //return FBOUT(vec4(reinhard(x.rgb), x.a)); }