Files
filament/shaders/src/common_graphics.fs

113 lines
3.6 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_Filmic(const vec3 x) {
return (0.03 - 0.59 * x - sqrt(0.0009 + 1.3702 * x - 1.0127 * x * x)) / (-5.02 + 4.86 * x);
}
/**
* 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_Filmic(pow(color, vec3(2.2)));
}
/**
* 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
return Inverse_Tonemap_Filmic(clamp(linear, 0.0, 1.0));
}
//------------------------------------------------------------------------------
// 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 screen-space operations
//------------------------------------------------------------------------------
// returns the frag coord in the GL convention with (0, 0) at the bottom-left
// resolution : width, height
highp vec2 getFragCoord(const highp vec2 resolution) {
#if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT) || defined(TARGET_WEBGPU_ENVIRONMENT)
return vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y);
#else
return gl_FragCoord.xy;
#endif
}
//------------------------------------------------------------------------------
// Common debug
//------------------------------------------------------------------------------
vec3 heatmap(float v) {
vec3 r = v * 2.1 - vec3(1.8, 1.14, 0.3);
return 1.0 - r * r;
}