v4k-git-backup/engine/art/fx/fxTonemapReinhard.fs

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// https://www.shadertoy.com/view/lslGzl
vec3 tonemapReinhard(const vec3 color) {
// color *= toneMappingExposure;
return color / (color + vec3(1.0));
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure/(1. + color / exposure);
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
out vec4 color;
void main(void) {
vec2 uv = TEXCOORD.st;
vec4 src = texture2D(iChannel0, uv);
color = vec4( whitePreservingLumaBasedReinhardToneMapping(src.xyz), src.a);
}