#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ 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 + clamp(lumaHDR * 6.0, 0.2, 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); }