From e8bb0a5719ca78a0b10ab980c4c5c06b5bdf7dbb Mon Sep 17 00:00:00 2001 From: clayjohn Date: Thu, 25 Apr 2024 12:24:51 -0700 Subject: [PATCH] Add adjustments and color correction to Compatibility renderer --- drivers/gles3/effects/post_effects.cpp | 4 +- drivers/gles3/effects/post_effects.h | 2 +- drivers/gles3/rasterizer_scene_gles3.cpp | 42 ++- drivers/gles3/rasterizer_scene_gles3.h | 5 + drivers/gles3/shaders/effects/post.glsl | 42 ++- drivers/gles3/shaders/scene.glsl | 16 +- drivers/gles3/shaders/sky.glsl | 8 - drivers/gles3/shaders/tonemap.glsl | 333 ------------------ drivers/gles3/shaders/tonemap_inc.glsl | 67 ++-- .../rendering/storage/environment_storage.cpp | 6 +- 10 files changed, 106 insertions(+), 419 deletions(-) delete mode 100644 drivers/gles3/shaders/tonemap.glsl diff --git a/drivers/gles3/effects/post_effects.cpp b/drivers/gles3/effects/post_effects.cpp index 8ad872f31948..105c8f6b71a2 100644 --- a/drivers/gles3/effects/post_effects.cpp +++ b/drivers/gles3/effects/post_effects.cpp @@ -87,7 +87,7 @@ void PostEffects::_draw_screen_triangle() { glBindVertexArray(0); } -void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview) { +void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) { glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_BLEND); @@ -96,7 +96,7 @@ void PostEffects::post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuin glViewport(0, 0, p_dest_size.x, p_dest_size.y); PostShaderGLES3::ShaderVariant mode = PostShaderGLES3::MODE_DEFAULT; - uint64_t flags = 0; + uint64_t flags = p_spec_constants; if (p_use_multiview) { flags |= PostShaderGLES3::USE_MULTIVIEW; } diff --git a/drivers/gles3/effects/post_effects.h b/drivers/gles3/effects/post_effects.h index b90c77d6c7c4..916d29a052d1 100644 --- a/drivers/gles3/effects/post_effects.h +++ b/drivers/gles3/effects/post_effects.h @@ -59,7 +59,7 @@ public: PostEffects(); ~PostEffects(); - void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false); + void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0); }; } //namespace GLES3 diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index bc1af86938fd..606bcee775fb 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -788,7 +788,6 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, } if (!p_apply_color_adjustments_in_post) { spec_constants |= SkyShaderGLES3::APPLY_TONEMAPPING; - // TODO add BCS and color corrections once supported. } RS::EnvironmentBG background = environment_get_background(p_env); @@ -2336,9 +2335,18 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_ SceneState::TonemapUBO tonemap_ubo; if (render_data.environment.is_valid()) { + bool use_bcs = environment_get_adjustments_enabled(render_data.environment); + if (use_bcs) { + apply_color_adjustments_in_post = true; + } + tonemap_ubo.exposure = environment_get_exposure(render_data.environment); tonemap_ubo.white = environment_get_white(render_data.environment); tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment)); + + tonemap_ubo.brightness = environment_get_adjustments_brightness(render_data.environment); + tonemap_ubo.contrast = environment_get_adjustments_contrast(render_data.environment); + tonemap_ubo.saturation = environment_get_adjustments_saturation(render_data.environment); } if (scene_state.tonemap_buffer == 0) { @@ -2558,8 +2566,6 @@ void RasterizerSceneGLES3::render_scene(const Ref &p_render_ if (!apply_color_adjustments_in_post) { spec_constant_base_flags |= SceneShaderGLES3::APPLY_TONEMAPPING; - - // TODO add BCS and Color corrections here once supported. } } // Render Opaque Objects. @@ -2700,6 +2706,29 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend rb->check_glow_buffers(); } + bool use_bcs = environment_get_adjustments_enabled(p_render_data->environment); + uint64_t bcs_spec_constants = 0; + RID color_correction_texture = environment_get_color_correction(p_render_data->environment); + if (use_bcs && color_correction_texture.is_valid()) { + bcs_spec_constants |= PostShaderGLES3::USE_BCS; + bcs_spec_constants |= PostShaderGLES3::USE_COLOR_CORRECTION; + + bool use_1d_lut = environment_get_use_1d_color_correction(p_render_data->environment); + GLenum texture_target = GL_TEXTURE_3D; + if (use_1d_lut) { + bcs_spec_constants |= PostShaderGLES3::USE_1D_LUT; + texture_target = GL_TEXTURE_2D; + } + + glActiveTexture(GL_TEXTURE2); + glBindTexture(texture_target, texture_storage->texture_get_texid(color_correction_texture)); + glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + } + if (view_count == 1) { // Resolve if needed. if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) { @@ -2735,7 +2764,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend } // Copy color buffer - post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity); + post_effects->post_copy(fbo_rt, target_size, color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, 0, false, bcs_spec_constants); // Copy depth buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int); @@ -2803,7 +2832,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend glBindFramebuffer(GL_FRAMEBUFFER, fbos[2]); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v); - post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true); + post_effects->post_copy(fbos[2], target_size, source_color, internal_size, p_render_data->luminance_multiplier, glow_buffers, glow_intensity, v, true, bcs_spec_constants); } // Copy depth @@ -2824,6 +2853,9 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt); glDeleteFramebuffers(3, fbos); } + + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, 0); } template diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index cc479bd4e941..c656ee3cc706 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -434,6 +434,11 @@ private: float white = 1.0; int32_t tonemapper = 0; int32_t pad = 0; + + int32_t pad2 = 0; + float brightness = 1.0; + float contrast = 1.0; + float saturation = 1.0; }; static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes"); diff --git a/drivers/gles3/shaders/effects/post.glsl b/drivers/gles3/shaders/effects/post.glsl index e61171c92a1c..1d17510c52c3 100644 --- a/drivers/gles3/shaders/effects/post.glsl +++ b/drivers/gles3/shaders/effects/post.glsl @@ -1,13 +1,15 @@ /* clang-format off */ #[modes] -mode_default = #define MODE_DEFAULT -// mode_glow = #define MODE_GLOW +mode_default = #[specializations] USE_MULTIVIEW = false USE_GLOW = false USE_LUMINANCE_MULTIPLIER = false +USE_BCS = false +USE_COLOR_CORRECTION = false +USE_1D_LUT = false #[vertex] layout(location = 0) in vec2 vertex_attrib; @@ -25,6 +27,9 @@ void main() { #[fragment] /* clang-format on */ +// If we reach this code, we always tonemap. +#define APPLY_TONEMAPPING + #include "../tonemap_inc.glsl" #ifdef USE_MULTIVIEW @@ -57,6 +62,35 @@ vec4 get_glow_color(vec2 uv) { } #endif // USE_GLOW +#ifdef USE_COLOR_CORRECTION +#ifdef USE_1D_LUT +uniform sampler2D source_color_correction; //texunit:2 + +vec3 apply_color_correction(vec3 color) { + color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; + color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; + color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; + return color; +} +#else +uniform sampler3D source_color_correction; //texunit:2 + +vec3 apply_color_correction(vec3 color) { + return textureLod(source_color_correction, color, 0.0).rgb; +} +#endif // USE_1D_LUT +#endif // USE_COLOR_CORRECTION + +#ifdef USE_BCS +vec3 apply_bcs(vec3 color) { + color = mix(vec3(0.0), color, brightness); + color = mix(vec3(0.5), color, contrast); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation); + + return color; +} +#endif + in vec2 uv_interp; layout(location = 0) out vec4 frag_color; @@ -85,11 +119,11 @@ void main() { color.rgb = linear_to_srgb(color.rgb); #ifdef USE_BCS - color.rgb = apply_bcs(color.rgb, bcs); + color.rgb = apply_bcs(color.rgb); #endif #ifdef USE_COLOR_CORRECTION - color.rgb = apply_color_correction(color.rgb, color_correction); + color.rgb = apply_color_correction(color.rgb); #endif frag_color = color; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 36bbca872836..d8b85230c505 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1521,6 +1521,7 @@ void main() { if (alpha < alpha_scissor_threshold) { discard; } + alpha = 1.0; #else #ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS @@ -1920,13 +1921,6 @@ void main() { #endif frag_color.rgb = linear_to_srgb(frag_color.rgb); -#ifdef USE_BCS - frag_color.rgb = apply_bcs(frag_color.rgb, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - frag_color.rgb = apply_color_correction(frag_color.rgb, color_correction); -#endif #else // !BASE_PASS frag_color = vec4(0.0, 0.0, 0.0, alpha); #endif // !BASE_PASS @@ -2138,14 +2132,6 @@ void main() { #endif additive_light_color = linear_to_srgb(additive_light_color); -#ifdef USE_BCS - additive_light_color = apply_bcs(additive_light_color, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - additive_light_color = apply_color_correction(additive_light_color, color_correction); -#endif - frag_color.rgb += additive_light_color; #endif // USE_ADDITIVE_LIGHTING diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index 6c33bf712377..26549901a62d 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -209,14 +209,6 @@ void main() { #endif color = linear_to_srgb(color); -#ifdef USE_BCS - color = apply_bcs(color, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - color = apply_color_correction(color, color_correction); -#endif - frag_color.rgb = color * luminance_multiplier; frag_color.a = alpha; diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl deleted file mode 100644 index 0b769e77f219..000000000000 --- a/drivers/gles3/shaders/tonemap.glsl +++ /dev/null @@ -1,333 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -layout(location = 0) in vec2 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -void main() { - gl_Position = vec4(vertex_attrib, 0.0, 1.0); - - uv_interp = uv_in; -} - -/* clang-format off */ -[fragment] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -in vec2 uv_interp; -/* clang-format on */ - -layout(location = 0) out vec4 frag_color; - -#ifdef USE_MULTIVIEW -uniform highp sampler2DArray source; //texunit:0 -#else -uniform highp sampler2D source; //texunit:0 -#endif - -#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) -#define USING_GLOW // only use glow when at least one glow level is selected - -#ifdef USE_MULTI_TEXTURE_GLOW -uniform highp sampler2D source_glow1; //texunit:2 -uniform highp sampler2D source_glow2; //texunit:3 -uniform highp sampler2D source_glow3; //texunit:4 -uniform highp sampler2D source_glow4; //texunit:5 -uniform highp sampler2D source_glow5; //texunit:6 -uniform highp sampler2D source_glow6; //texunit:7 -#ifdef USE_GLOW_LEVEL7 -uniform highp sampler2D source_glow7; //texunit:8 -#endif -#else -uniform highp sampler2D source_glow; //texunit:2 -#endif -uniform highp float glow_intensity; -#endif - -#ifdef USE_BCS -uniform vec3 bcs; -#endif - -#ifdef USE_FXAA -uniform vec2 pixel_size; -#endif - -#ifdef USE_COLOR_CORRECTION -uniform sampler2D color_correction; //texunit:1 -#endif - -#ifdef USE_GLOW_FILTER_BICUBIC -// w0, w1, w2, and w3 are the four cubic B-spline basis functions -float w0(float a) { - return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); -} - -float w1(float a) { - return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); -} - -float w2(float a) { - return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); -} - -float w3(float a) { - return (1.0 / 6.0) * (a * a * a); -} - -// g0 and g1 are the two amplitude functions -float g0(float a) { - return w0(a) + w1(a); -} - -float g1(float a) { - return w2(a) + w3(a); -} - -// h0 and h1 are the two offset functions -float h0(float a) { - return -1.0 + w1(a) / (w0(a) + w1(a)); -} - -float h1(float a) { - return 1.0 + w3(a) / (w2(a) + w3(a)); -} - -uniform ivec2 glow_texture_size; - -vec4 texture_bicubic(sampler2D tex, vec2 uv, int p_lod) { - float lod = float(p_lod); - vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 texel_size = vec2(1.0) / tex_size; - - uv = uv * tex_size + vec2(0.5); - - vec2 iuv = floor(uv); - vec2 fuv = fract(uv); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; - - return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); -} - -#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture_bicubic(m_tex, m_uv, m_lod) -#else //!USE_GLOW_FILTER_BICUBIC -#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) -#endif //USE_GLOW_FILTER_BICUBIC - -vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode -#ifdef USE_GLOW_REPLACE - color = glow; -#endif - -#ifdef USE_GLOW_SCREEN - color = max((color + glow) - (color * glow), vec3(0.0)); -#endif - -#ifdef USE_GLOW_SOFTLIGHT - glow = glow * vec3(0.5) + vec3(0.5); - - color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); -#endif - -#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive - color += glow; -#endif - - return color; -} - -vec3 apply_bcs(vec3 color, vec3 bcs) { - color = mix(vec3(0.0), color, bcs.x); - color = mix(vec3(0.5), color, bcs.y); - color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); - - return color; -} - -vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { - color.r = texture(correction_tex, vec2(color.r, 0.0)).r; - color.g = texture(correction_tex, vec2(color.g, 0.0)).g; - color.b = texture(correction_tex, vec2(color.b, 0.0)).b; - - return color; -} - -vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) { - const float FXAA_REDUCE_MIN = (1.0 / 128.0); - const float FXAA_REDUCE_MUL = (1.0 / 8.0); - const float FXAA_SPAN_MAX = 8.0; - -#ifdef USE_MULTIVIEW - vec3 rgbNW = textureLod(source, vec3(uv_interp + vec2(-1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz; - vec3 rgbNE = textureLod(source, vec3(uv_interp + vec2(1.0, -1.0) * pixel_size, ViewIndex), 0.0).xyz; - vec3 rgbSW = textureLod(source, vec3(uv_interp + vec2(-1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz; - vec3 rgbSE = textureLod(source, vec3(uv_interp + vec2(1.0, 1.0) * pixel_size, ViewIndex), 0.0).xyz; -#else - vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz; - vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz; - vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz; - vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz; -#endif - vec3 rgbM = color; - vec3 luma = vec3(0.299, 0.587, 0.114); - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, luma); - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); - - vec2 dir; - dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); - dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); - - float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * - (0.25 * FXAA_REDUCE_MUL), - FXAA_REDUCE_MIN); - - float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); - dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), - max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), - dir * rcpDirMin)) * - pixel_size; - -#ifdef USE_MULTIVIEW - vec3 rgbA = 0.5 * (textureLod(source, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz); -#else - vec3 rgbA = 0.5 * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz); -#endif - - float lumaB = dot(rgbB, luma); - if ((lumaB < lumaMin) || (lumaB > lumaMax)) { - return rgbA; - } else { - return rgbB; - } -} - -void main() { -#ifdef USE_MULTIVIEW - vec4 color = textureLod(source, vec3(uv_interp, ViewIndex), 0.0); -#else - vec4 color = textureLod(source, uv_interp, 0.0); -#endif - -#ifdef USE_FXAA - color.rgb = apply_fxaa(color.rgb, uv_interp, pixel_size); -#endif - - // Glow - -#ifdef USING_GLOW - vec3 glow = vec3(0.0); -#ifdef USE_MULTI_TEXTURE_GLOW -#ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb; -#ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb; -#endif -#endif -#endif -#endif -#endif -#endif -#endif - -#else - -#ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; -#endif - -#ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; -#endif - -#ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; -#endif - -#ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; -#endif - -#ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; -#endif - -#ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; -#endif - -#ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; -#endif -#endif //USE_MULTI_TEXTURE_GLOW - - glow *= glow_intensity; - color.rgb = apply_glow(color.rgb, glow); -#endif - - // Additional effects - -#ifdef USE_BCS - color.rgb = apply_bcs(color.rgb, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - color.rgb = apply_color_correction(color.rgb, color_correction); -#endif - - frag_color = color; -} diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl index f8f12760ece1..fb915aeb3830 100644 --- a/drivers/gles3/shaders/tonemap_inc.glsl +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -1,43 +1,31 @@ -#ifdef USE_BCS -uniform vec3 bcs; -#endif - -#ifdef USE_COLOR_CORRECTION -#ifdef USE_1D_LUT -uniform sampler2D source_color_correction; //texunit:-1 -#else -uniform sampler3D source_color_correction; //texunit:-1 -#endif -#endif - layout(std140) uniform TonemapData { //ubo:0 float exposure; float white; int tonemapper; int pad; + + int pad2; + float brightness; + float contrast; + float saturation; }; -vec3 apply_bcs(vec3 color, vec3 bcs) { - color = mix(vec3(0.0), color, bcs.x); - color = mix(vec3(0.5), color, bcs.y); - color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); +// This expects 0-1 range input. +vec3 linear_to_srgb(vec3 color) { + //color = clamp(color, vec3(0.0), vec3(1.0)); + //const vec3 a = vec3(0.055f); + //return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); + // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html + return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); +} - return color; +// This expects 0-1 range input, outside that range it behaves poorly. +vec3 srgb_to_linear(vec3 color) { + // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html + return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); } -#ifdef USE_COLOR_CORRECTION -#ifdef USE_1D_LUT -vec3 apply_color_correction(vec3 color) { - color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; - color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; - color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; - return color; -} -#else -vec3 apply_color_correction(vec3 color) { - return textureLod(source_color_correction, color, 0.0).rgb; -} -#endif -#endif + +#ifdef APPLY_TONEMAPPING vec3 tonemap_filmic(vec3 color, float p_white) { // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers @@ -92,21 +80,6 @@ vec3 tonemap_reinhard(vec3 color, float p_white) { return (p_white * color + color) / (color * p_white + p_white); } -// This expects 0-1 range input. -vec3 linear_to_srgb(vec3 color) { - //color = clamp(color, vec3(0.0), vec3(1.0)); - //const vec3 a = vec3(0.055f); - //return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); - // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html - return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); -} - -// This expects 0-1 range input, outside that range it behaves poorly. -vec3 srgb_to_linear(vec3 color) { - // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html - return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); -} - #define TONEMAPPER_LINEAR 0 #define TONEMAPPER_REINHARD 1 #define TONEMAPPER_FILMIC 2 @@ -125,3 +98,5 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always return tonemap_aces(max(vec3(0.0f), color), p_white); } } + +#endif // APPLY_TONEMAPPING diff --git a/servers/rendering/storage/environment_storage.cpp b/servers/rendering/storage/environment_storage.cpp index 7b75a12a1926..1bbb5da6bb91 100644 --- a/servers/rendering/storage/environment_storage.cpp +++ b/servers/rendering/storage/environment_storage.cpp @@ -773,11 +773,7 @@ RS::EnvironmentSDFGIYScale RendererEnvironmentStorage::environment_get_sdfgi_y_s void RendererEnvironmentStorage::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) { Environment *env = environment_owner.get_or_null(p_env); ERR_FAIL_NULL(env); -#ifdef DEBUG_ENABLED - if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && p_enable) { - WARN_PRINT_ONCE_ED("Adjustments are not supported when using the GL Compatibility backend yet. Support will be added in a future release."); - } -#endif + env->adjustments_enabled = p_enable; env->adjustments_brightness = p_brightness; env->adjustments_contrast = p_contrast;