Fix tonemapping effect

This commit is contained in:
ROllerozxa 2023-12-16 19:11:52 +01:00 committed by sfan5
parent 0b423dd061
commit de4cc5c20a

@ -68,13 +68,15 @@ vec3 uncharted2Tonemap(vec3 x)
vec4 applyToneMapping(vec4 color)
{
const float exposureBias = 2.0;
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
return color;
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
}
vec3 applySaturation(vec3 color, float factor)
@ -130,6 +132,12 @@ void main(void)
color = applyBloom(color, uv);
#endif
color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
// return to sRGB colorspace (approximate)
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
#ifdef ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
@ -140,11 +148,6 @@ void main(void)
#endif
}
color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
// return to sRGB colorspace (approximate)
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
#ifdef ENABLE_DITHERING
// Apply dithering just before quantisation
color.rgb += screen_space_dither(gl_FragCoord.xy);