forked from Mirrorlandia_minetest/minetest
master #6
@ -68,13 +68,15 @@ vec3 uncharted2Tonemap(vec3 x)
|
|||||||
|
|
||||||
vec4 applyToneMapping(vec4 color)
|
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);
|
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
|
||||||
// Precalculated white_scale from
|
// Precalculated white_scale from
|
||||||
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
|
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
|
||||||
vec3 whiteScale = vec3(1.036015346);
|
vec3 whiteScale = vec3(1.036015346);
|
||||||
color.rgb *= whiteScale;
|
color.rgb *= whiteScale;
|
||||||
return color;
|
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 applySaturation(vec3 color, float factor)
|
vec3 applySaturation(vec3 color, float factor)
|
||||||
@ -130,6 +132,12 @@ void main(void)
|
|||||||
color = applyBloom(color, uv);
|
color = applyBloom(color, uv);
|
||||||
#endif
|
#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
|
#ifdef ENABLE_BLOOM_DEBUG
|
||||||
if (uv.x > 0.5 || uv.y > 0.5)
|
if (uv.x > 0.5 || uv.y > 0.5)
|
||||||
#endif
|
#endif
|
||||||
@ -140,11 +148,6 @@ void main(void)
|
|||||||
#endif
|
#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
|
#ifdef ENABLE_DITHERING
|
||||||
// Apply dithering just before quantisation
|
// Apply dithering just before quantisation
|
||||||
color.rgb += screen_space_dither(gl_FragCoord.xy);
|
color.rgb += screen_space_dither(gl_FragCoord.xy);
|
||||||
|
Loading…
Reference in New Issue
Block a user