[iortcw] 239/497: All: Rend2: Speed up tonemap shader
Simon McVittie
smcv at debian.org
Fri Sep 8 10:36:59 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit a1c7583377610767563f1ad32a42e5992b11f832
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date: Sun Nov 2 14:06:10 2014 +0000
All: Rend2: Speed up tonemap shader
---
MP/code/rend2/glsl/tonemap_fp.glsl | 43 ++++++++++++++++++--------------------
MP/code/rend2/glsl/tonemap_vp.glsl | 14 +++++++++++++
SP/code/rend2/glsl/tonemap_fp.glsl | 43 ++++++++++++++++++--------------------
SP/code/rend2/glsl/tonemap_vp.glsl | 14 +++++++++++++
4 files changed, 68 insertions(+), 46 deletions(-)
diff --git a/MP/code/rend2/glsl/tonemap_fp.glsl b/MP/code/rend2/glsl/tonemap_fp.glsl
index 4c914ac..1368c5b 100644
--- a/MP/code/rend2/glsl/tonemap_fp.glsl
+++ b/MP/code/rend2/glsl/tonemap_fp.glsl
@@ -3,14 +3,16 @@ uniform sampler2D u_LevelsMap;
uniform vec4 u_Color;
+
uniform vec2 u_AutoExposureMinMax;
uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
+varying float var_InvWhite;
const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
-vec3 FilmicTonemap(vec3 x)
+float FilmicTonemap(float x)
{
const float SS = 0.22; // Shoulder Strength
const float LS = 0.30; // Linear Strength
@@ -18,40 +20,35 @@ vec3 FilmicTonemap(vec3 x)
const float TS = 0.20; // Toe Strength
const float TAN = 0.01; // Toe Angle Numerator
const float TAD = 0.30; // Toe Angle Denominator
-
- vec3 SSxx = SS * x * x;
- vec3 LSx = LS * x;
- vec3 LALSx = LSx * LA;
-
- return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD;
-
- //return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
+ return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
}
void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
- #if defined(r_framebufferGamma)
+#if defined(r_framebufferGamma)
color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
- #endif
+#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
-
- float avgLum = exp2(logMinAvgMaxLum.y);
- //float maxLum = exp2(logMinAvgMaxLum.z);
- color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;
- color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));
+ float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
+
+ color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
+ color.rgb = max(vec3(0.0), color.rgb);
- vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
- color.rgb = FilmicTonemap(color.rgb) * fWhite;
-
- #if defined(r_tonemapGamma)
+ color.r = FilmicTonemap(color.r);
+ color.g = FilmicTonemap(color.g);
+ color.b = FilmicTonemap(color.b);
+
+ color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
+
+#if defined(r_tonemapGamma)
color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
- #endif
-
- gl_FragColor = clamp(color, 0.0, 1.0);
+#endif
+
+ gl_FragColor = color;
}
diff --git a/MP/code/rend2/glsl/tonemap_vp.glsl b/MP/code/rend2/glsl/tonemap_vp.glsl
index bdaa74a..577c0a1 100644
--- a/MP/code/rend2/glsl/tonemap_vp.glsl
+++ b/MP/code/rend2/glsl/tonemap_vp.glsl
@@ -2,12 +2,26 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix;
+uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
+varying float var_InvWhite;
+float FilmicTonemap(float x)
+{
+ const float SS = 0.22; // Shoulder Strength
+ const float LS = 0.30; // Linear Strength
+ const float LA = 0.10; // Linear Angle
+ const float TS = 0.20; // Toe Strength
+ const float TAN = 0.01; // Toe Angle Numerator
+ const float TAD = 0.30; // Toe Angle Denominator
+
+ return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
+}
void main()
{
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_TexCoords = attr_TexCoord0.st;
+ var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
}
diff --git a/SP/code/rend2/glsl/tonemap_fp.glsl b/SP/code/rend2/glsl/tonemap_fp.glsl
index 4c914ac..1368c5b 100644
--- a/SP/code/rend2/glsl/tonemap_fp.glsl
+++ b/SP/code/rend2/glsl/tonemap_fp.glsl
@@ -3,14 +3,16 @@ uniform sampler2D u_LevelsMap;
uniform vec4 u_Color;
+
uniform vec2 u_AutoExposureMinMax;
uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
+varying float var_InvWhite;
const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
-vec3 FilmicTonemap(vec3 x)
+float FilmicTonemap(float x)
{
const float SS = 0.22; // Shoulder Strength
const float LS = 0.30; // Linear Strength
@@ -18,40 +20,35 @@ vec3 FilmicTonemap(vec3 x)
const float TS = 0.20; // Toe Strength
const float TAN = 0.01; // Toe Angle Numerator
const float TAD = 0.30; // Toe Angle Denominator
-
- vec3 SSxx = SS * x * x;
- vec3 LSx = LS * x;
- vec3 LALSx = LSx * LA;
-
- return ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TAD;
-
- //return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
+ return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
}
void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
- #if defined(r_framebufferGamma)
+#if defined(r_framebufferGamma)
color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
- #endif
+#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
-
- float avgLum = exp2(logMinAvgMaxLum.y);
- //float maxLum = exp2(logMinAvgMaxLum.z);
- color.rgb *= u_ToneMinAvgMaxLinear.y / avgLum;
- color.rgb = max(vec3(0.0), color.rgb - vec3(u_ToneMinAvgMaxLinear.x));
+ float invAvgLum = u_ToneMinAvgMaxLinear.y * exp2(-logMinAvgMaxLum.y);
+
+ color.rgb = color.rgb * invAvgLum - u_ToneMinAvgMaxLinear.xxx;
+ color.rgb = max(vec3(0.0), color.rgb);
- vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
- color.rgb = FilmicTonemap(color.rgb) * fWhite;
-
- #if defined(r_tonemapGamma)
+ color.r = FilmicTonemap(color.r);
+ color.g = FilmicTonemap(color.g);
+ color.b = FilmicTonemap(color.b);
+
+ color.rgb = clamp(color.rgb * var_InvWhite, 0.0, 1.0);
+
+#if defined(r_tonemapGamma)
color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
- #endif
-
- gl_FragColor = clamp(color, 0.0, 1.0);
+#endif
+
+ gl_FragColor = color;
}
diff --git a/SP/code/rend2/glsl/tonemap_vp.glsl b/SP/code/rend2/glsl/tonemap_vp.glsl
index bdaa74a..577c0a1 100644
--- a/SP/code/rend2/glsl/tonemap_vp.glsl
+++ b/SP/code/rend2/glsl/tonemap_vp.glsl
@@ -2,12 +2,26 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix;
+uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
+varying float var_InvWhite;
+float FilmicTonemap(float x)
+{
+ const float SS = 0.22; // Shoulder Strength
+ const float LS = 0.30; // Linear Strength
+ const float LA = 0.10; // Linear Angle
+ const float TS = 0.20; // Toe Strength
+ const float TAN = 0.01; // Toe Angle Numerator
+ const float TAD = 0.30; // Toe Angle Denominator
+
+ return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
+}
void main()
{
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_TexCoords = attr_TexCoord0.st;
+ var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
}
--
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