1#define_import_path bevy_core_pipeline::tonemapping 5 color_operations::{hsv_to_rgb, rgb_to_hsv}, 6 maths::{PI_2, powsafe}, 9#import bevy_core_pipeline::tonemapping_lut_bindings::{ 17const LEVEL_MARGIN: f32 = 0.1; 21const LEVEL_MARGIN_DIV: f32 = 0.5 / LEVEL_MARGIN; 23fn sample_current_lut(p: vec3<f32>) -> vec3<f32> { 26#ifdef TONEMAP_METHOD_AGX 27 return textureSampleLevel(dt_lut_texture, dt_lut_sampler, p, 0.0).rgb; 28#else ifdef TONEMAP_METHOD_TONY_MC_MAPFACE 29 return textureSampleLevel(dt_lut_texture, dt_lut_sampler, p, 0.0).rgb; 30#else ifdef TONEMAP_METHOD_BLENDER_FILMIC 31 return textureSampleLevel(dt_lut_texture, dt_lut_sampler, p, 0.0).rgb; 33 return vec3(1.0, 0.0, 1.0); 42fn rgb_to_ycbcr(col: vec3<f32>) -> vec3<f32> { 44 0.2126, 0.7152, 0.0722, 45 -0.1146, -0.3854, 0.5, 51fn ycbcr_to_rgb(col: vec3<f32>) -> vec3<f32> { 54 1.0, -0.1873, -0.4681, 57 return max(vec3(0.0), col * m); 60fn tonemap_curve(v: f32) -> f32 { 63 float c = v + v * v + 0.5 * v * v * v; 70fn tonemap_curve3_(v: vec3<f32>) -> vec3<f32> { 71 return vec3(tonemap_curve(v.r), tonemap_curve(v.g), tonemap_curve(v.b)); 74fn somewhat_boring_display_transform(col: vec3<f32>) -> vec3<f32> { 75 var boring_color = col; 76 let ycbcr = rgb_to_ycbcr(boring_color); 78 let bt = tonemap_curve(length(ycbcr.yz) * 2.4); 79 var desat = max((bt - 0.7) * 0.8, 0.0); 82 let desat_col = mix(boring_color.rgb, ycbcr.xxx, desat); 84 let tm_luma = tonemap_curve(ycbcr.x); 85 let tm0 = boring_color.rgb * max(0.0, tm_luma / max(1e-5, tonemapping_luminance(boring_color.rgb))); 86 let final_mult = 0.97; 87 let tm1 = tonemap_curve3_(desat_col); 89 boring_color = mix(tm0, tm1, bt * bt); 91 return boring_color * final_mult; 100const TONY_MC_MAPFACE_LUT_DIMS: f32 = 48.0; 102fn sample_tony_mc_mapface_lut(stimulus: vec3<f32>) -> vec3<f32> { 103 var uv = (stimulus / (stimulus + 1.0)) * (f32(TONY_MC_MAPFACE_LUT_DIMS - 1.0) / f32(TONY_MC_MAPFACE_LUT_DIMS)) + 0.5 / f32(TONY_MC_MAPFACE_LUT_DIMS); 104 return sample_current_lut(saturate(uv)).rgb; 118fn RRTAndODTFit(v: vec3<f32>) -> vec3<f32> { 119 let a = v * (v + 0.0245786) - 0.000090537; 120 let b = v * (0.983729 * v + 0.4329510) + 0.238081; 124fn ACESFitted(color: vec3<f32>) -> vec3<f32> { 125 var fitted_color = color; 128 let rgb_to_rrt = mat3x3<f32>( 129 vec3(0.59719, 0.35458, 0.04823), 130 vec3(0.07600, 0.90834, 0.01566), 131 vec3(0.02840, 0.13383, 0.83777) 135 let odt_to_rgb = mat3x3<f32>( 136 vec3(1.60475, -0.53108, -0.07367), 137 vec3(-0.10208, 1.10813, -0.00605), 138 vec3(-0.00327, -0.07276, 1.07602) 141 fitted_color *= rgb_to_rrt; 144 fitted_color = RRTAndODTFit(fitted_color); 146 fitted_color *= odt_to_rgb; 149 fitted_color = saturate(fitted_color); 167fn saturation(color: vec3<f32>, saturationAmount: f32) -> vec3<f32> { 168 let luma = tonemapping_luminance(color); 169 return mix(vec3(luma), color, vec3(saturationAmount)); 177fn convertOpenDomainToNormalizedLog2_(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> { 178 let in_midgray = 0.18; 181 var normalized_color = max(vec3(0.0), color); 183 normalized_color = select(normalized_color, 0.00001525878 + normalized_color, normalized_color < vec3<f32>(0.00003051757)); 184 normalized_color = clamp( 185 log2(normalized_color / in_midgray), 189 let total_exposure = maximum_ev - minimum_ev; 191 return (normalized_color - minimum_ev) / total_exposure; 195fn convertNormalizedLog2ToOpenDomain(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> { 196 var open_color = color; 197 let in_midgray = 0.18; 198 let total_exposure = maximum_ev - minimum_ev; 200 open_color = (open_color * total_exposure) + minimum_ev; 201 open_color = pow(vec3(2.0), open_color); 202 open_color = open_color * in_midgray; 213fn applyAgXLog(Image: vec3<f32>) -> vec3<f32> { 214 var prepared_image = max(vec3(0.0), Image); 215 let r = dot(prepared_image, vec3(0.84247906, 0.0784336, 0.07922375)); 216 let g = dot(prepared_image, vec3(0.04232824, 0.87846864, 0.07916613)); 217 let b = dot(prepared_image, vec3(0.04237565, 0.0784336, 0.87914297)); 218 prepared_image = vec3(r, g, b); 220 prepared_image = convertOpenDomainToNormalizedLog2_(prepared_image, -10.0, 6.5); 222 prepared_image = clamp(prepared_image, vec3(0.0), vec3(1.0)); 223 return prepared_image; 226fn applyLUT3D(Image: vec3<f32>, block_size: f32) -> vec3<f32> { 227 return sample_current_lut(Image * ((block_size - 1.0) / block_size) + 0.5 / block_size).rgb; 234fn sample_blender_filmic_lut(stimulus: vec3<f32>) -> vec3<f32> { 235 let block_size = 64.0; 236 let normalized = saturate(convertOpenDomainToNormalizedLog2_(stimulus, -11.0, 12.0)); 237 return applyLUT3D(normalized, block_size); 242fn tonemapping_reinhard(color: vec3<f32>) -> vec3<f32> { 243 return color / (1.0 + color); 246fn tonemapping_reinhard_extended(color: vec3<f32>, max_white: f32) -> vec3<f32> { 247 let numerator = color * (1.0 + (color / vec3<f32>(max_white * max_white))); 248 return numerator / (1.0 + color); 253fn tonemapping_luminance(v: vec3<f32>) -> f32 { 254 return dot(v, vec3<f32>(0.2126, 0.7152, 0.0722)); 257fn tonemapping_change_luminance(c_in: vec3<f32>, l_out: f32) -> vec3<f32> { 258 let l_in = tonemapping_luminance(c_in); 259 return c_in * (l_out / l_in); 262fn tonemapping_reinhard_luminance(color: vec3<f32>) -> vec3<f32> { 263 let l_old = tonemapping_luminance(color); 264 let l_new = l_old / (1.0 + l_old); 265 return tonemapping_change_luminance(color, l_new); 268fn rgb_to_srgb_simple(color: vec3<f32>) -> vec3<f32> { 269 return pow(color, vec3<f32>(1.0 / 2.2)); 274fn screen_space_dither(frag_coord: vec2<f32>) -> vec3<f32> { 275 var dither = vec3<f32>(dot(vec2<f32>(171.0, 231.0), frag_coord)).xxx; 276 dither = fract(dither.rgb / vec3<f32>(103.0, 71.0, 97.0)); 277 return (dither - 0.5) / 255.0; 282fn sectional_color_grading( 284 color_grading: ptr<function, ColorGrading>, 292 let level = (color.r + color.g + color.b) / 3.0; 297 var levels = vec3(0.0); 298 let midtone_range = (*color_grading).midtone_range; 299 if (level < midtone_range.x - LEVEL_MARGIN) { 301 } else if (level < midtone_range.x + LEVEL_MARGIN) { 302 levels.y = ((level - midtone_range.x) * LEVEL_MARGIN_DIV) + 0.5; 303 levels.z = 1.0 - levels.y; 304 } else if (level < midtone_range.y - LEVEL_MARGIN) { 306 } else if (level < midtone_range.y + LEVEL_MARGIN) { 307 levels.z = ((level - midtone_range.y) * LEVEL_MARGIN_DIV) + 0.5; 308 levels.y = 1.0 - levels.z; 314 let contrast = dot(levels, (*color_grading).contrast); 315 let saturation = dot(levels, (*color_grading).saturation); 316 let gamma = dot(levels, (*color_grading).gamma); 317 let gain = dot(levels, (*color_grading).gain); 318 let lift = dot(levels, (*color_grading).lift); 321 let luma = tonemapping_luminance(color); 322 color = luma + saturation * (color - luma); 323 color = 0.5 + (color - 0.5) * contrast; 335 color = powsafe(color * gain + lift, 1.0 / gamma); 338 color = color * powsafe(vec3(2.0), (*color_grading).exposure); 339 return max(color, vec3(0.0)); 342fn tone_mapping(in: vec4<f32>, in_color_grading: ColorGrading) -> vec4<f32> { 343 var color = max(in.rgb, vec3(0.0)); 344 var color_grading = in_color_grading; 349 var hsv = rgb_to_hsv(color); 350 hsv.r = (hsv.r + color_grading.hue) % PI_2; 351 color = hsv_to_rgb(hsv); 358 color = max(color_grading.balance * color, vec3(0.0)); 363#ifdef SECTIONAL_COLOR_GRADING 364 color = sectional_color_grading(color, &color_grading); 368 color = color * powsafe(vec3(2.0), color_grading.exposure); 372#ifdef TONEMAP_METHOD_NONE 374#else ifdef TONEMAP_METHOD_REINHARD 375 color = tonemapping_reinhard(color.rgb); 376#else ifdef TONEMAP_METHOD_REINHARD_LUMINANCE 377 color = tonemapping_reinhard_luminance(color.rgb); 378#else ifdef TONEMAP_METHOD_ACES_FITTED 379 color = ACESFitted(color.rgb); 380#else ifdef TONEMAP_METHOD_AGX 381 color = applyAgXLog(color); 382 color = applyLUT3D(color, 32.0); 383#else ifdef TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM 384 color = somewhat_boring_display_transform(color.rgb); 385#else ifdef TONEMAP_METHOD_TONY_MC_MAPFACE 386 color = sample_tony_mc_mapface_lut(color); 387#else ifdef TONEMAP_METHOD_BLENDER_FILMIC 388 color = sample_blender_filmic_lut(color.rgb); 392 color = saturation(color, color_grading.post_saturation); 394 return vec4(color, in.a); 401fn approximate_inverse_tone_mapping(in: vec4<f32>, color_grading: ColorGrading) -> vec4<f32> { 402 let out = tone_mapping(in, color_grading); 403 let approximate_ratio = length(in.rgb) / length(out.rgb); 404 return vec4(in.rgb * approximate_ratio, in.a);