* Add a vignette post-processing effect * Use numeric limits instead of hard coded values
116 lines
3.5 KiB
GLSL
116 lines
3.5 KiB
GLSL
//------------------------------------------------------------------------------
|
|
// Common color operations
|
|
//------------------------------------------------------------------------------
|
|
|
|
/**
|
|
* Computes the luminance of the specified linear RGB color using the
|
|
* luminance coefficients from Rec. 709.
|
|
*
|
|
* @public-api
|
|
*/
|
|
float luminance(const vec3 linear) {
|
|
return dot(linear, vec3(0.2126, 0.7152, 0.0722));
|
|
}
|
|
|
|
/**
|
|
* Computes the pre-exposed intensity using the specified intensity and exposure.
|
|
* This function exists to force highp precision on the two parameters
|
|
*/
|
|
float computePreExposedIntensity(const highp float intensity, const highp float exposure) {
|
|
return intensity * exposure;
|
|
}
|
|
|
|
void unpremultiply(inout vec4 color) {
|
|
color.rgb /= max(color.a, FLT_EPS);
|
|
}
|
|
|
|
/**
|
|
* Applies a full range YCbCr to sRGB conversion and returns an RGB color.
|
|
*
|
|
* @public-api
|
|
*/
|
|
vec3 ycbcrToRgb(float luminance, vec2 cbcr) {
|
|
// Taken from https://developer.apple.com/documentation/arkit/arframe/2867984-capturedimage
|
|
const mat4 ycbcrToRgbTransform = mat4(
|
|
1.0000, 1.0000, 1.0000, 0.0000,
|
|
0.0000, -0.3441, 1.7720, 0.0000,
|
|
1.4020, -0.7141, 0.0000, 0.0000,
|
|
-0.7010, 0.5291, -0.8860, 1.0000
|
|
);
|
|
return (ycbcrToRgbTransform * vec4(luminance, cbcr, 1.0)).rgb;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Tone mapping operations
|
|
//------------------------------------------------------------------------------
|
|
|
|
/*
|
|
* The input must be in the [0, 1] range.
|
|
*/
|
|
vec3 Inverse_Tonemap_Unreal(const vec3 x) {
|
|
return (x * -0.155) / (x - 1.019);
|
|
}
|
|
|
|
/**
|
|
* Applies the inverse of the tone mapping operator to the specified HDR or LDR
|
|
* sRGB (non-linear) color and returns a linear sRGB color. The inverse tone mapping
|
|
* operator may be an approximation of the real inverse operation.
|
|
*
|
|
* @public-api
|
|
*/
|
|
vec3 inverseTonemapSRGB(vec3 color) {
|
|
// sRGB input
|
|
color = clamp(color, 0.0, 1.0);
|
|
return Inverse_Tonemap_Unreal(color);
|
|
}
|
|
|
|
/**
|
|
* Applies the inverse of the tone mapping operator to the specified HDR or LDR
|
|
* linear RGB color and returns a linear RGB color. The inverse tone mapping operator
|
|
* may be an approximation of the real inverse operation.
|
|
*
|
|
* @public-api
|
|
*/
|
|
vec3 inverseTonemap(vec3 linear) {
|
|
// Linear input
|
|
linear = clamp(linear, 0.0, 1.0);
|
|
return Inverse_Tonemap_Unreal(pow(linear, vec3(1.0 / 2.2)));
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Common texture operations
|
|
//------------------------------------------------------------------------------
|
|
|
|
/**
|
|
* Decodes the specified RGBM value to linear HDR RGB.
|
|
*/
|
|
vec3 decodeRGBM(vec4 c) {
|
|
c.rgb *= (c.a * 16.0);
|
|
return c.rgb * c.rgb;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Common debug
|
|
//------------------------------------------------------------------------------
|
|
|
|
vec3 heatmap(float v) {
|
|
vec3 r = v * 2.1 - vec3(1.8, 1.14, 0.3);
|
|
return 1.0 - r * r;
|
|
}
|
|
|
|
vec3 uintToColorDebug(uint v) {
|
|
if (v == 0u) {
|
|
return vec3(0.0, 1.0, 0.0); // green
|
|
} else if (v == 1u) {
|
|
return vec3(0.0, 0.0, 1.0); // blue
|
|
} else if (v == 2u) {
|
|
return vec3(1.0, 1.0, 0.0); // yellow
|
|
} else if (v == 3u) {
|
|
return vec3(1.0, 0.0, 0.0); // red
|
|
} else if (v == 4u) {
|
|
return vec3(1.0, 0.0, 1.0); // purple
|
|
} else if (v == 5u) {
|
|
return vec3(0.0, 1.0, 1.0); // cyan
|
|
}
|
|
}
|