fx: move tonemap shaders to engine art dir
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cc3eedce9b
commit
b94c56ec58
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@ -28,7 +28,7 @@ int main() {
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// fx: load all post fx files in all subdirs.
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fx_load("fx**.fs");
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fx_enable(fx_find("fxAces.fs"), 1);
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fx_enable(fx_find("fxTonemapACES.fs"), 1);
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// load video, RGB texture, no audio
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video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30);
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@ -1,16 +0,0 @@
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out vec4 color;
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void main(void) {
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vec2 uv = TEXCOORD.st;
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vec3 src = texture2D(iChannel0, uv).rgb;
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vec3 x = src;
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// aces film (CC0, src: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/)
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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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src = clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
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color = vec4(src, 1.0);
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}
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@ -0,0 +1,41 @@
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// Uchimura 2017, "HDR theory and practice"
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// Math: https://www.desmos.com/calculator/gslcdxvipg
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// Source: https://www.slideshare.net/nikuque/hdr-theory-and-practicce-jp
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vec3 uchimura(vec3 x, float P, float a, float m, float l, float c, float b) {
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float l0 = ((P - m) * l) / a;
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float L0 = m - m / a;
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float L1 = m + (1.0 - m) / a;
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float S0 = m + l0;
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float S1 = m + a * l0;
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float C2 = (a * P) / (P - S1);
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float CP = -C2 / P;
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vec3 w0 = vec3(1.0 - smoothstep(0.0, m, x));
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vec3 w2 = vec3(step(m + l0, x));
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vec3 w1 = vec3(1.0 - w0 - w2);
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vec3 T = vec3(m * pow(x / m, vec3(c)) + b);
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vec3 S = vec3(P - (P - S1) * exp(CP * (x - S0)));
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vec3 L = vec3(m + a * (x - m));
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return T * w0 + L * w1 + S * w2;
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}
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vec3 uchimura(vec3 x) {
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const float P = 1.0; // max display brightness
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const float a = 1.0; // contrast
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const float m = 0.22; // linear section start
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const float l = 0.4; // linear section length
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const float c = 1.33; // black
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const float b = 0.0; // pedestal
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return uchimura(x, P, a, m, l, c, b);
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}
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out vec4 color;
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void main(void) {
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vec2 uv = TEXCOORD.st;
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vec4 src = texture2D(iChannel0, uv);
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color = vec4( uchimura(src.xyz), src.a);
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}
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