Update Freelancer Advanced Renderer to Version 1.2

This commit is contained in:
D4rkl1ght3r
2026-03-15 12:12:07 +01:00
parent 8a728cc2f3
commit 2f79502390
13 changed files with 174 additions and 47 deletions

View File

@@ -55,5 +55,5 @@ vec3 ToGammaCorrected(vec3 inColor)
//Values are from https://en.wikipedia.org/wiki/Luma_(video)
float ToLuma(vec3 color)
{
return dot(color, vec3(0.2126, 0.7152f, 0.0722f));
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}

View File

@@ -60,6 +60,7 @@ uniform bool enableAlphaTest;
uniform bool enableCubemap;
uniform bool enableRHWCoordinates;
uniform bool enableAccurateSRGB;
uniform bool isInstancedTransparent;
in vec3 N;
in vec3 v;
@@ -246,7 +247,7 @@ void main()
else
{
vertexAmbientColor=matAmbientColor.rgb;
gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor,matDiffuseColor.a);
gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor, isInstancedTransparent ? vertexColor.a : matDiffuseColor.a);
}
//FL never has specular lighting enabled
specularColor=vec4(0,0,0,0);
@@ -384,7 +385,7 @@ void main()
}
else if (fogMode == 1)
{
fogFactor =exp(-glFog.density * z);
fogFactor =exp(-glFog.density * z);
}
else if (fogMode == 2)
{
@@ -394,8 +395,10 @@ void main()
fogFactor = 1;
fogFactor = clamp(fogFactor, 0.0, 1.0);
finalColor.rgb = mix(glFog.color.rgb,finalColor.rgb, fogFactor);
finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
gl_FragColor = vec4((finalColor.rgb), finalColor.a);
}
gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
else
gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
//gl_FragColor = finalColor;
}

View File

@@ -26,7 +26,7 @@ uniform bool enableRHWCoordinates;
uniform mat4 modelViewMat;
uniform mat4 projectionMat;
uniform mat3 normalMat;
uniform vec2 projCorrection;
uniform vec2 projCorrection[2];
uniform mat4 textureMatrix[2];
uniform bool isInstanced;
uniform bool isInstancedTransparent;
@@ -78,7 +78,8 @@ void main()
gl_Position = projectionMat * mv * inPosition;
else
{
gl_Position = vec4((inPosition.x+63.0f / 128.0f)*projCorrection[0]-1,-(inPosition.y+63.0f / 128.0f)*projCorrection[1]+1,inPosition.z*2-1,1);
const float offset=63.0f / 128.0f;
gl_Position = vec4(((inPosition.x+offset)*projCorrection[0].x-1)*projCorrection[1].x,(1-(inPosition.y+offset)*projCorrection[0].y)*projCorrection[1].y,inPosition.z*2-1,1);
RHWdepth = inPosition.z/inPosition.w;
}

View File

@@ -58,6 +58,7 @@ struct Light{
struct glFogParameters
{
vec3 color;
vec3 colorLinear;
float density;
float start;
float end;
@@ -171,15 +172,14 @@ float ShadowCalculation(const float bias, const int shadowMapIndex, const int li
float ShadowCalculationForAllSplitPlanes(const int lightIndex, const vec3 lightDirViewSpace, const vec3 normal, float lightIntensity, const sampler2DArrayShadow shadowSampler)
{
float distance = v.z;
float distance = v.z;
float bias = max(0.001 * (1.0 - dot(normal, lightDirViewSpace)), 0.0003);
bool applied = false;
for (int i = 0; i < NUM_SPLITS; i++)
if(!applied && (distance < splitPlanes[i]))
{
//bias = ((i+1)*0.1)*0.001;
{
lightIntensity *= ShadowCalculation(bias, i, lightIndex, shadowSampler);
applied=true;
//Graphics cards hate break (SLOW), hence boolean value above
@@ -468,7 +468,7 @@ void main(void)
{
float fogFactor = 0;
if (enableFog && fogMode > 0)
{
{
//Radial fog
float z = length(v);
if (fogMode == 3)
@@ -476,12 +476,12 @@ void main(void)
fogFactor = (fogEnd - z) * fogScale;
}
else if (fogMode == 1)
{
fogFactor = 1.0/exp(glFog.density * z);
{
fogFactor = exp(-glFog.density * z);
}
else if (fogMode == 2)
{
fogFactor = 1.0 /exp( (z * glFog.density)* (z * glFog.density));
fogFactor = exp(- pow(z * glFog.density,2));
}
fogFactor = clamp(fogFactor, 0.0, 1.0);
@@ -524,7 +524,8 @@ void main(void)
firstTexture = vec4(1,1,1,1);
}
float alpha = alphaValue*firstTexture.a;
float alpha = alphaValue*firstTexture.a;
if (enableAlphaTest)
if(alphaTestCompareMethod==5)
{
@@ -592,7 +593,7 @@ void main(void)
vec3 radiance;
if (enableFog)
{
vec3 ambientTint=PBR_FACTOR_ENV*glFog.color.rgb;
vec3 ambientTint=PBR_FACTOR_ENV*glFog.colorLinear.rgb;
irradiance = vec3(texture(irradianceMap, n).r)*ambientTint;
radiance = vec3(textureLod(envMap, reflectDir, lod).r)*ambientTint;
}
@@ -715,8 +716,9 @@ void main(void)
if (enableFog && fogMode > 0)
{
finalColor = mix(vec4(glFog.color,1.0),finalColor, fogFactor);
finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
diffuseColorOut=vec4(finalColor.rgb,finalColor.a);
}
diffuseColorOut=vec4(ToGammaCorrected(finalColor.rgb),finalColor.a);
else
diffuseColorOut=vec4(ToGammaCorrected(finalColor.rgb),finalColor.a);
}

View File

@@ -22,6 +22,7 @@ out float fogScale;
struct glFogParameters
{
vec3 color;
vec3 colorLinear;
float density;
float start;
float end;

View File

@@ -6,7 +6,7 @@
#version 330
#include "ColorConversion.inc"
#define USE_ACES_CURVE $USE_ACES_CURVE
#define USE_CURVE $USE_CURVE
#define USE_PBR_BLOOM $USE_PBR_BLOOM
in vec2 TexCoords;
@@ -91,6 +91,108 @@ vec3 uchimura(vec3 x) {
return uchimura(x, P, a, m, l, c, b);
}
//new agx from https://github.com/godotengine/godot/pull/106940
//C++ Code moved to shader by me (Schmackbolzen):
const float tonemap_agx_white = 16.29; // Default to Blender's AgX white.
const float tonemap_agx_contrast = 1.25;
const float output_max_value = 1.0;
// Calculate allenwp tonemapping curve parameters on the CPU to improve shader performance.
// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
// These constants must match the those in the shader code.
// 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_parameters.tonemap_e.
const float awp_shoulder_max = output_max_value - awp_crossover_point;
// awp_toe_a is a solution generated by Mathematica that ensures intersection at awp_crossover_point.
const float awp_toe_a = ((1.0 / awp_crossover_point) - 1.0) * pow(awp_crossover_point, tonemap_agx_contrast);
// Slope formula is simply the derivative of the toe function with an input of awp_crossover_point.
const float awp_slope_denom = pow(awp_crossover_point, tonemap_agx_contrast) + awp_toe_a;
const float awp_slope = (tonemap_agx_contrast * pow(awp_crossover_point, tonemap_agx_contrast - 1.0) * awp_toe_a) / (awp_slope_denom * awp_slope_denom);
const float awp_high_clip = tonemap_agx_white;
const float awp_w=pow(awp_high_clip - awp_crossover_point,2)/awp_shoulder_max*awp_slope;
const float awp_contrast = tonemap_agx_contrast;
//End c++ code
// 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) {
// 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);
// 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;
}
#if USE_PBR_BLOOM == 1
const float bloomStrength = 0.2f;
vec4 bloom_new()
@@ -117,14 +219,16 @@ void main()
#else
vec4 color = bloom_new();
#endif
//Exposure is chosen so that both curves have about the same brightness and the look is fine with very bright starspheres like in Tau-37
#if USE_ACES_CURVE == 1
color.rgb=ACESFitted((exposure)*color.rgb);
#else
color.rgb=uchimura((exposure)*color.rgb);
//Exposure is chosen so that all curves have about the same brightness and the look is fine with very bright starspheres like in Tau-37
#if USE_CURVE == 0
color.rgb =tonemap_agx(exposure*color.rgb);
#elif USE_CURVE == 1
color.rgb=ACESFitted(exposure*color.rgb);
#elif USE_CURVE == 2
color.rgb=uchimura(exposure*color.rgb);
#endif
color.rgb=ToGammaCorrected(color.rgb);
gl_FragColor = color;
}
}