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

@@ -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;
}
}