// Uchimura 2017, "HDR theory and practice" // Math: https://www.desmos.com/calculator/gslcdxvipg // Source: https://www.slideshare.net/nikuque/hdr-theory-and-practicce-jp vec3 uchimura(vec3 x, float P, float a, float m, float l, float c, float b) { float l0 = ((P - m) * l) / a; float L0 = m - m / a; float L1 = m + (1.0 - m) / a; float S0 = m + l0; float S1 = m + a * l0; float C2 = (a * P) / (P - S1); float CP = -C2 / P; vec3 w0 = vec3(1.0 - smoothstep(0.0, m, x)); vec3 w2 = vec3(step(m + l0, x)); vec3 w1 = vec3(1.0 - w0 - w2); vec3 T = vec3(m * pow(x / m, vec3(c)) + b); vec3 S = vec3(P - (P - S1) * exp(CP * (x - S0))); vec3 L = vec3(m + a * (x - m)); return T * w0 + L * w1 + S * w2; } vec3 uchimura(vec3 x) { const float P = 1.0; // max display brightness const float a = 1.0; // contrast const float m = 0.22; // linear section start const float l = 0.4; // linear section length const float c = 1.33; // black const float b = 0.0; // pedestal return uchimura(x, P, a, m, l, c, b); } out vec4 color; void main(void) { vec2 uv = TEXCOORD.st; vec4 src = texture2D(iChannel0, uv); color = vec4( uchimura(src.xyz), src.a); }