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* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
76 lines
2.5 KiB
GLSL
76 lines
2.5 KiB
GLSL
#define exposure texture0
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#define screen texture1
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struct ExposureParams {
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float luminanceMin;
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float luminanceMax;
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float exposureCorrection;
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float luminanceKey;
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float speedDarkBright;
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float speedBrightDark;
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float centerWeightPower;
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float compensationFactor;
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};
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uniform sampler2D exposure;
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uniform sampler2D screen;
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#ifdef ENABLE_BLOOM
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uniform float bloomStrength;
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#else
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const float bloomStrength = 1.0;
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#endif
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uniform ExposureParams exposureParams;
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uniform float animationTimerDelta;
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const vec3 luminanceFactors = vec3(0.213, 0.715, 0.072);
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float getLuminance(vec3 color)
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{
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return dot(color, luminanceFactors);
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}
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void main(void)
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{
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float previousExposure = texture2D(exposure, vec2(0.5, 0.5)).r;
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vec3 averageColor = vec3(0.);
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float n = 0.;
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// Scan the screen with center-weighting and sample average color
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for (float _x = 0.1; _x < 0.9; _x += 0.17) {
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float x = pow(_x, exposureParams.centerWeightPower);
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for (float _y = 0.1; _y < 0.9; _y += 0.17) {
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float y = pow(_y, exposureParams.centerWeightPower);
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averageColor += texture2D(screen, vec2(0.5 + 0.5 * x, 0.5 + 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 + 0.5 * x, 0.5 - 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 - 0.5 * x, 0.5 + 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 - 0.5 * x, 0.5 - 0.5 * y)).rgb;
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n += 4.;
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}
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}
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float luminance = getLuminance(averageColor);
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luminance /= n;
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luminance /= pow(2., previousExposure) * bloomStrength * exposureParams.compensationFactor; // compensate for the configurable factors
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luminance = clamp(luminance, exposureParams.luminanceMin, exposureParams.luminanceMax);
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// From https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/course-notes-moving-frostbite-to-pbr-v2.pdf
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// 1. EV100 = log2(luminance * S / K) where S = 100, K = 0.125 = log2(luminance) + 3
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// 2. Lmax = 1.2 * 2 ^ (EV100 - EC)
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// => Lmax = 1.2 * 2^3 * luminance / 2^EC = 9.6 * luminance / 2^EC
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// 3. exposure = 1 / Lmax
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// => exposure = 2^EC / (9.6 * luminance)
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float wantedExposure = exposureParams.exposureCorrection - log(luminance)/0.693147180559945 - 3.263034405833794;
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if (wantedExposure < previousExposure)
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wantedExposure = mix(wantedExposure, previousExposure, exp(-animationTimerDelta * exposureParams.speedDarkBright)); // dark -> bright
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else
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wantedExposure = mix(wantedExposure, previousExposure, exp(-animationTimerDelta * exposureParams.speedBrightDark)); // bright -> dark
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gl_FragColor = vec4(vec3(wantedExposure), 1.);
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}
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