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Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
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x2048 2022-09-29 20:34:05 +02:00 committed by GitHub
parent 3978b9b8ed
commit 9df79a4b2d
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 422 additions and 118 deletions

View file

@ -0,0 +1,29 @@
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius = 3.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
// kernel distance and linear size
mediump float n = 2. * bloomRadius + 1.;
vec2 uv = varTexCoord.st - vec2(bloomRadius * texelSize0.x, 0.);
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
color += texture2D(rendered, uv).rgba * weight;
sum += weight;
uv += vec2(texelSize0.x, 0.);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

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@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

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@ -0,0 +1,29 @@
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius = 3.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
// kernel distance and linear size
mediump float n = 2. * bloomRadius + 1.;
vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
color += texture2D(rendered, uv).rgba * weight;
sum += weight;
uv += vec2(0., texelSize0.y);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

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@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

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@ -0,0 +1,21 @@
#define rendered texture0
uniform sampler2D rendered;
uniform mediump float exposureFactor = 2.5;
uniform float bloomLuminanceThreshold = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

View file

@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

View file

@ -1,6 +1,10 @@
uniform sampler2D baseTexture;
#define rendered texture0
#define bloom texture1
#define rendered baseTexture
uniform sampler2D rendered;
uniform sampler2D bloom;
uniform mediump float exposureFactor = 2.5;
uniform lowp float bloomIntensity = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
@ -8,6 +12,24 @@ varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
#if ENABLE_BLOOM
vec4 applyBloom(vec4 color, vec2 uv)
{
float bias = bloomIntensity;
vec4 bloom = texture2D(bloom, uv);
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 && uv.y < 0.5)
return vec4(bloom.rgb, color.a);
if (uv.x < 0.5)
return color;
#endif
color.rgb = mix(color.rgb, bloom.rgb, bias);
return color;
}
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
@ -28,15 +50,13 @@ vec3 uncharted2Tonemap(vec3 x)
vec4 applyToneMapping(vec4 color)
{
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
const float gamma = 1.6;
const float exposureBias = 5.5;
const float exposureBias = 2.0;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
return color;
}
#endif
@ -45,9 +65,36 @@ void main(void)
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2));
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
color.rgb *= exposureFactor;
}
#if ENABLE_BLOOM
color = applyBloom(color, uv);
#endif
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
#else
color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
#endif
}
color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
// return to sRGB colorspace (approximate)
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}