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