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Implement rendering pipeline and post-processing (#12465)

Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
This commit is contained in:
x2048 2022-09-06 08:25:18 +02:00 committed by GitHub
parent 464043b8ab
commit ff6dcfea82
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GPG key ID: 4AEE18F83AFDEB23
32 changed files with 1476 additions and 565 deletions

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@ -45,6 +45,9 @@ centroid varying vec2 varTexCoord;
#endif
varying vec3 eyeVec;
varying float nightRatio;
varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
const float fogStart = FOG_START;
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
@ -359,40 +362,6 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
#endif
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
B = 0.30;
C = 0.10;
D = 0.20;
E = 0.01;
F = 0.30;
W = 11.2;
equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
*/
vec3 uncharted2Tonemap(vec3 x)
{
return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
}
vec4 applyToneMapping(vec4 color)
{
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
const float gamma = 1.6;
const float exposureBias = 5.5;
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);
}
#endif
void main(void)
{
vec3 color;
@ -470,10 +439,6 @@ void main(void)
}
#endif
#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
// the fog will only be rendered correctly if the last operation before the
// clamp() is an addition. Else, the clamp() seems to be ignored.
@ -488,5 +453,5 @@ void main(void)
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
gl_FragColor = col;
gl_FragData[0] = col;
}