OpenGL fixes for HDR post effect

This commit is contained in:
Samuel Skiff 2023-07-07 00:51:11 -05:00
parent 7f18baa345
commit cde584253d
5 changed files with 23 additions and 23 deletions

View file

@ -552,10 +552,10 @@ function HDRPostFX::SetupBloomFX( %this )
%textureName = "#" @ %mipName;
}
for (%idx = %this.mipsCount; %idx > 0; %idx--)
for (%idx = %this.mipsCount - 1; %idx >= 0; %idx--)
{
%nxt = "#hdrbloom_" @ (%idx - 1);
%mipName = "hdrbloom_up_" @ (%idx - 1);
%nxt = "#hdrbloom_" @ %idx;
%mipName = "hdrbloom_up_" @ %idx;
%mipFX = new PostEffect()
{

View file

@ -59,11 +59,11 @@ void main()
switch (mipId)
{
case 0:
group[0] = (a+b+d+e) * (0.125f/4.0f);
group[1] = (b+c+e+f) * (0.125f/4.0f);
group[2] = (d+e+g+h) * (0.125f/4.0f);
group[3] = (e+f+h+i) * (0.125f/4.0f);
group[4] = (j+k+l+m) * (0.5f/4.0f);
group[0] = (a+b+d+e) * (0.125/4.0);
group[1] = (b+c+e+f) * (0.125/4.0);
group[2] = (d+e+g+h) * (0.125/4.0);
group[3] = (e+f+h+i) * (0.125/4.0);
group[4] = (j+k+l+m) * (0.5/4.0);
group[0] *= KarisAverage(group[0]);
group[1] *= KarisAverage(group[1]);
group[2] *= KarisAverage(group[2]);

View file

@ -45,9 +45,9 @@ void main()
vec3 e = texture(mipTex, vec2(IN_uv1.x, IN_uv1.y)).rgb;
vec3 f = texture(mipTex, vec2(IN_uv1.x + x, IN_uv1.y)).rgb;
vec3 g = texture(mipTex, vec2(IN_uv1.x - x, IN_uv1 - y)).rgb;
vec3 h = texture(mipTex, vec2(IN_uv1.x, IN_uv1 - y)).rgb;
vec3 i = texture(mipTex, vec2(IN_uv1.x + x, IN_uv1 - y)).rgb;
vec3 g = texture(mipTex, vec2(IN_uv1.x - x, IN_uv1.y - y)).rgb;
vec3 h = texture(mipTex, vec2(IN_uv1.x, IN_uv1.y - y)).rgb;
vec3 i = texture(mipTex, vec2(IN_uv1.x + x, IN_uv1.y - y)).rgb;
upSample.rgb = e*4.0;
upSample.rgb += (b+d+f+h)*2.0;

View file

@ -31,7 +31,7 @@ uniform vec2 oneOverTargetSize;
uniform float brightPassThreshold;
uniform float g_fMiddleGray;
const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
const vec3 LUMINANCE_VECTOR = vec3(0.3125, 0.6154, 0.0721);
out vec4 OUT_col;
@ -44,21 +44,21 @@ const vec2 gTapOffsets[4] = vec2[]
void main()
{
vec4 average = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
vec4 average = vec4( 0.0, 0.0, 0.0, 0.0 );
// Combine and average 4 samples from the source HDR texture.
for( int i = 0; i < 4; i++ )
average += hdrDecode( texture( inputTex, IN_uv0 + ( gTapOffsets[i] * oneOverTargetSize ) ) );
average *= 0.25f;
average *= 0.25;
// Determine the brightness of this particular pixel.
float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r;
float adaptedLum = texture( luminanceTex, vec2( 0.5, 0.5 ) ).r;
float lum = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( average.rgb );
//float lum = hdrLuminance( average.rgb );
// Determine whether this pixel passes the test...
if ( lum < brightPassThreshold )
average = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
average = vec4( 0.0, 0.0, 0.0, 1.0 );
// Write the colour to the bright-pass render target
OUT_col = hdrEncode( saturate(average) );

View file

@ -61,12 +61,12 @@ out vec4 OUT_col;
vec3 Tonemap(vec3 x)
{
//ACES
if(g_fTonemapMode == 1.0f)
if(g_fTonemapMode == 1.0)
{
x = ACESFitted(x, whitePoint); //ACES is crushing our blacks, need to pre-expose!
}
//Filmic Helji
if(g_fTonemapMode == 2.0f)
if(g_fTonemapMode == 2.0)
{
x = TO_Hejl(x, whitePoint);
}
@ -96,7 +96,7 @@ vec3 Tonemap(vec3 x)
void main()
{
vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) );
float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r;
float adaptedLum = texture( luminanceTex, vec2( 0.5, 0.5 ) ).r;
vec4 bloom = texture( bloomTex, IN_uv2 );
// Add the bloom effect.
@ -109,7 +109,7 @@ void main()
_sample.rgb = TO_Saturation(_sample.rgb, saturationValue);
// Apply contrast
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
_sample.rgb = ((_sample.rgb - 0.5) * Contrast) + 0.5;
// Apply brightness
//_sample.rgb += Brightness;
@ -120,15 +120,15 @@ void main()
_sample.b = TO_LogContrast(_sample.b, logContrast);
//tonemapping - TODO fix up eye adaptation
if ( g_fEnableToneMapping > 0.0f )
if ( g_fEnableToneMapping > 0.0 )
{
float adapation = 1.0;
if( g_fEnableAutoExposure > 0.0f )
if( g_fEnableAutoExposure > 0.0 )
{
adaptedLum = saturate(adaptedLum);
float linearExposure = (g_fMiddleGray / adaptedLum);
adapation = log2(max(linearExposure, 0.0001f));
adapation = log2(max(linearExposure, 0.0001));
_sample.rgb = Tonemap(exposureValue * _sample.rgb *exp2(adapation));
}