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Add tone mapping for entities (#9521)

fixes #9301
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dcbrwn committed Apr 6, 2020
1 parent f91124a commit 661b4a1837067082a76114c08a7aebec83bc2b58
Showing with 37 additions and 0 deletions.
  1. +37 −0 client/shaders/object_shader/opengl_fragment.glsl
@@ -25,6 +25,38 @@ const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);

#ifdef ENABLE_TONE_MAPPING

/* Hable's UC2 Tone mapping parameters
A = 0.22;
B = 0.30;
C = 0.10;
D = 0.20;
E = 0.01;
F = 0.30;
W = 11.2;
equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
*/

vec3 uncharted2Tonemap(vec3 x)
{
return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
}

vec4 applyToneMapping(vec4 color)
{
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);
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
}
#endif

void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
@@ -114,6 +146,11 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);

col.rgb *= emissiveColor.rgb * vIDiff;

#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif

// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
// the fog will only be rendered correctly if the last operation before the
// clamp() is an addition. Else, the clamp() seems to be ignored.

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