]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/colorcurve.glsl
Make animation curve creation more generic
[libs/gl.git] / shaderlib / colorcurve.glsl
index fa3ba5107600f36f9a9e7b559b31e2b8fb5bf408..23b5577dc4a05d72cfc46083aa714fd006484938 100644 (file)
@@ -3,27 +3,22 @@ import postprocess;
 uniform sampler1D curve;
 uniform ToneMapping
 {
-       float peak;
-       float brightness;
+       float exposure;
+       vec3 brightness_response;
 };
 
-////// fragment
+#pragma MSP stage(fragment)
 void main()
 {
-       vec4 sample = texture(source, texcoord);
-       float maxc = max(sample.r, max(sample.g, sample.b));
-       if(maxc>1.0-peak)
+       vec4 incoming = texture(source, texcoord);
+       float maxc = max(incoming.r, max(incoming.g, incoming.b));
+       if(maxc>0.0)
        {
-               vec3 saturated = sample.rgb/maxc;
-               if(maxc>1.0+peak)
-               {
-                       sample.rgb = mix(vec3(1.0), saturated, 1.0/pow(brightness, maxc-1.0-peak));
-               }
-               else
-               {
-                       float x = (1.0+peak-maxc)/(2.0*peak);
-                       sample.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);
-               }
+               vec3 saturated = incoming.rgb/maxc;
+               maxc = pow(maxc*exposure+brightness_response.y, brightness_response.x)-brightness_response.z;
+               float c = min(maxc, 1.0);
+               float minc = min(saturated.r, min(saturated.g, saturated.b));
+               incoming.rgb = mix(saturated, vec3(1.0), min((maxc-c)/(1.0-minc), 1.0))*c;
        }
-       frag_color = vec4(texture(curve, sample.r).r, texture(curve, sample.g).r, texture(curve, sample.b).r, sample.a);
+       frag_color = vec4(texture(curve, incoming.r).r, texture(curve, incoming.g).r, texture(curve, incoming.b).r, incoming.a);
 }