eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/post_tonemap.fsh

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/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_lightingHDRFramebufferTexture;
uniform sampler2D u_framebufferLumaAvgInput;
uniform sampler2D u_ditherTexture;
uniform vec3 u_exposure3f;
uniform vec2 u_ditherScale2f;
void main() {
float lumaHDR = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
vec3 input3f = textureLod(u_lightingHDRFramebufferTexture, v_position2f, 0.0).rgb;
input3f /= (0.1 + min(lumaHDR * 6.0, 4.0));
input3f *= u_exposure3f;
// ACES, modified to approximate gamma correction
const float a = 1.22;
const float b = 1.78;
const float c = 1.22;
const float d = 1.79;
const float e = 0.29;
input3f = clamp((input3f * (a * input3f + b)) / (input3f * (c * input3f + d) + e), 0.0, 1.0);
// desaturate a bit, makes it look like less of a cartoon
float sat = 0.8;
float luma = dot(input3f, vec3(0.299, 0.587, 0.114));
input3f = (input3f - luma) * sat + luma;
input3f += textureLod(u_ditherTexture, v_position2f * u_ditherScale2f, 0.0).r / 255.0;
output4f = vec4(clamp(input3f, 0.0, 1.0), luma);
}