layout(std140) uniform TonemapData { //ubo:0 float exposure; int tonemapper; int pad; int pad2; vec4 tonemapper_params; float brightness; float contrast; float saturation; int pad3; }; // This expects 0-1 range input. vec3 linear_to_srgb(vec3 color) { //color = clamp(color, vec3(0.0), vec3(1.0)); //const vec3 a = vec3(0.055f); //return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); } // This expects 0-1 range input, outside that range it behaves poorly. vec3 srgb_to_linear(vec3 color) { // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); } #ifdef APPLY_TONEMAPPING // Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt vec3 tonemap_reinhard(vec3 color) { float white_squared = tonemapper_params.x; vec3 white_squared_color = white_squared * color; // Equivalent to color * (1 + color / white_squared) / (1 + color) return (white_squared_color + color * color) / (white_squared_color + white_squared); } vec3 tonemap_filmic(vec3 color) { // These constants must match the those in the C++ code that calculates the parameters. // exposure_bias: Input scale (color *= bias, env->white *= bias) to make the brightness consistent with other tonemappers. // Also useful to scale the input to the range that the tonemapper is designed for (some require very high input values). // Has no effect on the curve's general shape or visual properties. const float exposure_bias = 2.0f; const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance const float B = 0.30f * exposure_bias; const float C = 0.10f; const float D = 0.20f; const float E = 0.01f; const float F = 0.30f; vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; return color_tonemapped / tonemapper_params.x; } // Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl // (MIT License). vec3 tonemap_aces(vec3 color) { // These constants must match the those in the C++ code that calculates the parameters. const float exposure_bias = 1.8f; const float A = 0.0245786f; const float B = 0.000090537f; const float C = 0.983729f; const float D = 0.432951f; const float E = 0.238081f; // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` const mat3 rgb_to_rrt = mat3( vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); const mat3 odt_to_rgb = mat3( vec3(1.60475f, -0.53108f, -0.07367f), vec3(-0.10208f, 1.10813f, -0.00605f), vec3(-0.00327f, -0.07276f, 1.07602f)); color *= rgb_to_rrt; vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); color_tonemapped *= odt_to_rgb; return color_tonemapped / tonemapper_params.x; } // allenwp tonemapping curve; developed for use in the Godot game engine. // Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/ // Input must be a non-negative linear scene value. vec3 allenwp_curve(vec3 x) { const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0 // These constants must match the those in the C++ code that calculates the parameters. // 18% "middle gray" is perceptually 50% of the brightness of reference white. const float awp_crossover_point = 0.18; // When output_max_value and/or awp_crossover_point are no longer constant, // awp_shoulder_max can be calculated on the CPU and passed in as tonemap_e. const float awp_shoulder_max = output_max_value - awp_crossover_point; float awp_contrast = tonemapper_params.x; float awp_toe_a = tonemapper_params.y; float awp_slope = tonemapper_params.z; float awp_w = tonemapper_params.w; // Reinhard-like shoulder: vec3 s = x - awp_crossover_point; vec3 slope_s = awp_slope * s; s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max)); s += awp_crossover_point; // Sigmoid power function toe: vec3 t = pow(x, vec3(awp_contrast)); t = t / (t + awp_toe_a); return mix(s, t, lessThan(x, vec3(awp_crossover_point))); } // This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender. // This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses. // Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py // Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix vec3 tonemap_agx(vec3 color) { // Input color should be non-negative! // Large negative values in one channel and large positive values in other // channels can result in a colour that appears darker and more saturated than // desired after passing it through the inset matrix. For this reason, it is // best to prevent negative input values. // This is done before the Rec. 2020 transform to allow the Rec. 2020 // transform to be combined with the AgX inset matrix. This results in a loss // of color information that could be correctly interpreted within the // Rec. 2020 color space as positive RGB values, but is often not worth // the performance cost of an additional matrix multiplication. // // Additionally, this AgX configuration was created subjectively based on // output appearance in the Rec. 709 color gamut, so it is possible that these // matrices will not perform well with non-Rec. 709 output (more testing with // future wide-gamut displays is be needed). // See this comment from the author on the decisions made to create the matrices: // https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250 // Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices: const mat3 rec709_to_rec2020_agx_inset_matrix = mat3( 0.544814746488245, 0.140416948464053, 0.0888104196149096, 0.373787398372697, 0.754137554567394, 0.178871756420858, 0.0813978551390581, 0.105445496968552, 0.732317823964232); // Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices. const mat3 agx_outset_rec2020_to_rec709_matrix = mat3( 1.96488741169489, -0.299313364904742, -0.164352742528393, -0.855988495690215, 1.32639796461980, -0.238183969428088, -0.108898916004672, -0.0270845997150571, 1.40253671195648); const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0 // Apply inset matrix. color = rec709_to_rec2020_agx_inset_matrix * color; // Use the allenwp tonemapping curve to match the Blender AgX curve while // providing stability across all variable dyanimc range (SDR, HDR, EDR). color = allenwp_curve(color); // Clipping to output_max_value is required to address a cyan colour that occurs // with very bright inputs. color = min(vec3(output_max_value), color); // Apply outset to make the result more chroma-laden and then go back to Rec. 709. color = agx_outset_rec2020_to_rec709_matrix * color; // Blender's lusRGB.compensate_low_side is too complex for this shader, so // simply return the color, even if it has negative components. These negative // components may be useful for subsequent color adjustments. return color; } #define TONEMAPPER_LINEAR 0 #define TONEMAPPER_REINHARD 1 #define TONEMAPPER_FILMIC 2 #define TONEMAPPER_ACES 3 #define TONEMAPPER_AGX 4 vec3 apply_tonemapping(vec3 color) { // inputs are LINEAR if (tonemapper == TONEMAPPER_LINEAR) { return color; } // Ensure color values passed to tonemappers are positive. // They can be negative in the case of negative lights, which leads to undesired behavior. color = max(vec3(0.0), color); if (tonemapper == TONEMAPPER_REINHARD) { return tonemap_reinhard(color); } else if (tonemapper == TONEMAPPER_FILMIC) { return tonemap_filmic(color); } else if (tonemapper == TONEMAPPER_ACES) { return tonemap_aces(color); } else { // TONEMAPPER_AGX return tonemap_agx(color); } } #endif // APPLY_TONEMAPPING