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/**
* Tonemap version 1.1
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
*/
#include "ReShadeUI.fxh"
uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 2.0;
ui_tooltip = "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
> = 1.0;
uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 1.0;
ui_tooltip = "Adjust exposure";
> = 0.0;
uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 1.0;
ui_tooltip = "Adjust saturation";
> = 0.0;
uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Brightens the shadows and fades the colors";
> = 0.0;
uniform float Defog < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "How much of the color tint to remove";
> = 0.0;
uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
ui_label = "Defog Color";
ui_tooltip = "Which color tint to remove";
> = float3(0.0, 0.0, 1.0);
#include "ReShade.fxh"
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
color = saturate(color - Defog * FogColor * 2.55); // Defog
color *= pow(2.0f, Exposure); // Exposure
color = pow(color, Gamma); // Gamma
const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = saturate(10.0 * (lum - 0.45));
float3 A2 = Bleach * color;
float3 result1 = 2.0f * color * lum;
float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
float3 newColor = lerp(result1, result2, L);
float3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
float3 middlegray = dot(color, (1.0 / 3.0));
float3 diffcolor = color - middlegray;
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
return color;
}
technique Tonemap
{
pass
{
VertexShader = PostProcessVS;
PixelShader = TonemapPass;
}
}
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