diff --git a/src/shaders/post.frag b/src/shaders/post.frag index 9b0f2f4..d4bfea9 100644 --- a/src/shaders/post.frag +++ b/src/shaders/post.frag @@ -7,6 +7,7 @@ const float BARREL_OFFSET = 0.05; const float BARREL_AMP = 0.05; const float HUGE = 9E16; const float PI = 3.14159265; +const vec3 LUMA = vec3( 0.2126, 0.7152, 0.0722 ); #define saturate(i) clamp(i,0.,1.) #define linearstep(a,b,x) saturate(((x)-(a))/((b)-(a))) @@ -42,6 +43,46 @@ vec3 barrel( float amp, vec2 uv ) { return texture( sampler0, vec2( p.x, p.y ) ).xyz; } +vec3 aces( vec3 rgb ) { + const float a = 2.51; + const float b = 0.03; + const float c = 2.43; + const float d = 0.59; + const float e = 0.14; + return saturate( ( rgb * ( a * rgb + b ) ) / ( rgb * ( c * rgb + d ) + e ) ); +} + +vec3 liftGammaGain( vec3 rgb ) { + const vec4 lift = vec4( -0.07, 0.02, 0.03, 0.01 ); + const vec4 gamma = vec4( 0.0, -0.02, 0.07, 0.02 ); + const vec4 gain = vec4( 1.20, 0.95, 0.92, 1.0 ); + + // const vec4 lift = vec4( 0.02, -0.01, 0.09, 0.0 ); + // const vec4 gamma = vec4( -0.05, 0.02, -0.08, 0.0 ); + // const vec4 gain = vec4( 1.06, 0.96, 1.10, 1.0 ); + + vec4 liftt = 1.0 - pow( 1.0 - lift, log2( gain + 1.0 ) ); + + vec4 gammat = gamma.rgba - vec4( 0.0, 0.0, 0.0, dot( LUMA, gamma.rgb ) ); + vec4 gammatTemp = 1.0 + 4.0 * abs( gammat ); + gammat = mix( gammatTemp, 1.0 / gammatTemp, step( 0.0, gammat ) ); + + vec3 col = rgb; + float luma = dot( LUMA, col ); + + col = pow( col, gammat.rgb ); + col *= pow( gain.rgb, gammat.rgb ); + col = max( mix( 2.0 * liftt.rgb, vec3( 1.0 ), col ), 0.0 ); + + luma = pow( luma, gammat.a ); + luma *= pow( gain.a, gammat.a ); + luma = max( mix( 2.0 * liftt.a, 1.0, luma ), 0.0 ); + + col += luma - dot( LUMA, col ); + + return saturate( col ); +} + void main() { vec2 uv = vUv; vec2 p = ( uv * resolution * 2.0 - resolution ) / resolution.y; @@ -66,10 +107,9 @@ void main() { prng( seed ); prng( seed ); col += ( pow( prng( seed ), 2.2 ) - 0.25 ) * 0.002; + col = aces( saturate( col ) ); col = pow( saturate( col ), vec3( 0.4545 ) ); - col.x = linearstep( 0.0, 1.2, col.x + 0.2 * uv.y ); - col.z = linearstep( -0.1, 1.0, col.z ); - col = colorMap( col ); + col = liftGammaGain( col ); fragColor = vec4( col, 1.0 ); }