Filmic HDR tone mapping
parent
180893e79d
commit
eb3840a3f8
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@ -326,6 +326,11 @@ fsaa (FSAA) enum 0 0,1,2,4,8,16
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# Thy only work with the OpenGL video backend.
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enable_shaders (Shaders) bool true
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[****Tone Mapping]
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# Enables filmic tone mapping
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tone_mapping (Filmic tone mapping) bool false
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[****Bumpmapping]
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
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@ -20,6 +20,38 @@ bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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#ifdef ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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C = 0.10;
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D = 0.20;
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E = 0.01;
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F = 0.30;
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W = 11.2;
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equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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*/
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vec3 uncharted2Tonemap(vec3 x)
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{
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return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
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}
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vec4 applyToneMapping(vec4 color)
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{
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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@ -160,22 +192,26 @@ void main(void)
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.rgb, alpha);
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col = vec4(col.rgb, alpha);
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#else
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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#endif
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#ifdef ENABLE_TONE_MAPPING
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gl_FragColor = applyToneMapping(col);
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#else
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gl_FragColor = col;
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#endif
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}
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@ -22,6 +22,38 @@ bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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#ifdef ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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C = 0.10;
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D = 0.20;
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E = 0.01;
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F = 0.30;
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W = 11.2;
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equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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*/
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vec3 uncharted2Tonemap(vec3 x)
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{
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return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
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}
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vec4 applyToneMapping(vec4 color)
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{
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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@ -116,22 +148,26 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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if(fogDistance != 0.0){
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.rgb, alpha);
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col = vec4(col.rgb, alpha);
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#else
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if(fogDistance != 0.0){
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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#endif
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#ifdef ENABLE_TONE_MAPPING
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gl_FragColor = applyToneMapping(col);
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#else
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gl_FragColor = col;
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#endif
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}
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@ -353,6 +353,12 @@
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# type: bool
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# enable_shaders = true
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##### Tone mapping
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# Enables filmic tone mapping.
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# Requires shaders to be enabled.
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# type: bool
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# tone_mapping = false
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##### Bumpmapping
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
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@ -160,6 +160,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("texture_clean_transparent", "false");
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settings->setDefault("texture_min_size", "64");
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settings->setDefault("preload_item_visuals", "false");
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settings->setDefault("tone_mapping", "false");
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settings->setDefault("enable_bumpmapping", "false");
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settings->setDefault("enable_parallax_occlusion", "false");
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settings->setDefault("generate_normalmaps", "false");
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@ -764,6 +764,9 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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else
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shaders_header += "0\n";
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if (g_settings->getBool("tone_mapping"))
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shaders_header += "#define ENABLE_TONE_MAPPING\n";
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if(pixel_program != "")
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pixel_program = shaders_header + pixel_program;
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if(vertex_program != "")
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