Filmic HDR tone mapping
parent
180893e79d
commit
eb3840a3f8
|
@ -326,6 +326,11 @@ fsaa (FSAA) enum 0 0,1,2,4,8,16
|
||||||
# Thy only work with the OpenGL video backend.
|
# Thy only work with the OpenGL video backend.
|
||||||
enable_shaders (Shaders) bool true
|
enable_shaders (Shaders) bool true
|
||||||
|
|
||||||
|
[****Tone Mapping]
|
||||||
|
|
||||||
|
# Enables filmic tone mapping
|
||||||
|
tone_mapping (Filmic tone mapping) bool false
|
||||||
|
|
||||||
[****Bumpmapping]
|
[****Bumpmapping]
|
||||||
|
|
||||||
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
|
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
|
||||||
|
|
|
@ -20,6 +20,38 @@ bool normalTexturePresent = false;
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
const float BS = 10.0;
|
const float BS = 10.0;
|
||||||
|
|
||||||
|
#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)) - 0.03334;
|
||||||
|
}
|
||||||
|
|
||||||
|
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()
|
void get_texture_flags()
|
||||||
{
|
{
|
||||||
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
||||||
|
@ -160,22 +192,26 @@ void main(void)
|
||||||
color = base.rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
|
||||||
|
|
||||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
||||||
float alpha = gl_Color.a;
|
float alpha = gl_Color.a;
|
||||||
vec4 col = vec4(color.rgb, alpha);
|
|
||||||
col *= gl_Color;
|
|
||||||
if (fogDistance != 0.0) {
|
if (fogDistance != 0.0) {
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
alpha = mix(alpha, 0.0, d);
|
alpha = mix(alpha, 0.0, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.rgb, alpha);
|
col = vec4(col.rgb, alpha);
|
||||||
#else
|
#else
|
||||||
vec4 col = vec4(color.rgb, base.a);
|
|
||||||
col *= gl_Color;
|
|
||||||
if (fogDistance != 0.0) {
|
if (fogDistance != 0.0) {
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
col = mix(col, skyBgColor, d);
|
col = mix(col, skyBgColor, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.rgb, base.a);
|
col = vec4(col.rgb, base.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef ENABLE_TONE_MAPPING
|
||||||
|
gl_FragColor = applyToneMapping(col);
|
||||||
|
#else
|
||||||
|
gl_FragColor = col;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
|
@ -22,6 +22,38 @@ bool texSeamless = false;
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
const float BS = 10.0;
|
const float BS = 10.0;
|
||||||
|
|
||||||
|
#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)) - 0.03334;
|
||||||
|
}
|
||||||
|
|
||||||
|
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()
|
void get_texture_flags()
|
||||||
{
|
{
|
||||||
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
||||||
|
@ -116,22 +148,26 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
||||||
color = base.rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
|
||||||
|
|
||||||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
||||||
float alpha = gl_Color.a;
|
float alpha = gl_Color.a;
|
||||||
vec4 col = vec4(color.rgb, alpha);
|
if (fogDistance != 0.0) {
|
||||||
col *= gl_Color;
|
|
||||||
if(fogDistance != 0.0){
|
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
alpha = mix(alpha, 0.0, d);
|
alpha = mix(alpha, 0.0, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.rgb, alpha);
|
col = vec4(col.rgb, alpha);
|
||||||
#else
|
#else
|
||||||
vec4 col = vec4(color.rgb, base.a);
|
if (fogDistance != 0.0) {
|
||||||
col *= gl_Color;
|
|
||||||
if(fogDistance != 0.0){
|
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
col = mix(col, skyBgColor, d);
|
col = mix(col, skyBgColor, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.rgb, base.a);
|
col = vec4(col.rgb, base.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef ENABLE_TONE_MAPPING
|
||||||
|
gl_FragColor = applyToneMapping(col);
|
||||||
|
#else
|
||||||
|
gl_FragColor = col;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
|
@ -353,6 +353,12 @@
|
||||||
# type: bool
|
# type: bool
|
||||||
# enable_shaders = true
|
# enable_shaders = true
|
||||||
|
|
||||||
|
##### Tone mapping
|
||||||
|
# Enables filmic tone mapping.
|
||||||
|
# Requires shaders to be enabled.
|
||||||
|
# type: bool
|
||||||
|
# tone_mapping = false
|
||||||
|
|
||||||
##### Bumpmapping
|
##### Bumpmapping
|
||||||
|
|
||||||
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
|
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
|
||||||
|
|
|
@ -160,6 +160,7 @@ void set_default_settings(Settings *settings)
|
||||||
settings->setDefault("texture_clean_transparent", "false");
|
settings->setDefault("texture_clean_transparent", "false");
|
||||||
settings->setDefault("texture_min_size", "64");
|
settings->setDefault("texture_min_size", "64");
|
||||||
settings->setDefault("preload_item_visuals", "false");
|
settings->setDefault("preload_item_visuals", "false");
|
||||||
|
settings->setDefault("tone_mapping", "false");
|
||||||
settings->setDefault("enable_bumpmapping", "false");
|
settings->setDefault("enable_bumpmapping", "false");
|
||||||
settings->setDefault("enable_parallax_occlusion", "false");
|
settings->setDefault("enable_parallax_occlusion", "false");
|
||||||
settings->setDefault("generate_normalmaps", "false");
|
settings->setDefault("generate_normalmaps", "false");
|
||||||
|
|
|
@ -764,6 +764,9 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
|
||||||
else
|
else
|
||||||
shaders_header += "0\n";
|
shaders_header += "0\n";
|
||||||
|
|
||||||
|
if (g_settings->getBool("tone_mapping"))
|
||||||
|
shaders_header += "#define ENABLE_TONE_MAPPING\n";
|
||||||
|
|
||||||
if(pixel_program != "")
|
if(pixel_program != "")
|
||||||
pixel_program = shaders_header + pixel_program;
|
pixel_program = shaders_header + pixel_program;
|
||||||
if(vertex_program != "")
|
if(vertex_program != "")
|
||||||
|
|
Loading…
Reference in New Issue