//This shader file is part of FLAR - Advanced Renderer for Freelancer by Schmackbolzen //If you use the supplied shader files you may not modify them unless you state in them what you changed //and also mention the source or who the author is. //Post processing shader for FLAR by Schmackbolzen //Sources are mentioned in the comments #version 330 #include "ColorConversion.inc" #define USE_CURVE $USE_CURVE #define USE_PBR_BLOOM $USE_PBR_BLOOM in vec2 TexCoords; uniform sampler2D scene; #if USE_PBR_BLOOM == 1 uniform sampler2D bloomtex; #endif uniform float exposure; uniform float exposureLowerLimit; //https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl //ACES fit by Steven Hill // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT const mat3 ACESInputMat = mat3( 0.59719, 0.07600, 0.02840, 0.35458, 0.90834, 0.13383, 0.04823, 0.01566, 0.83777); // ODT_SAT => XYZ => D60_2_D65 => sRGB const mat3 ACESOutputMat = mat3( 1.60475, -0.10208, -0.00327, -0.53108, 1.10813, -0.07276, -0.07367, -0.00605, 1.07602 ); vec3 RRTAndODTFit(vec3 v) { vec3 a = v * (v + 0.0245786f) - 0.000090537f; vec3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f; return a / b; } vec3 ACESFitted(vec3 color) { color = ACESInputMat * color; // Apply RRT and ODT color = RRTAndODTFit(color); color = ACESOutputMat * color; // Clamp to [0, 1] color = clamp(color,0.,1.); return color; } // Uchimura 2017, "HDR theory and practice" // Math: https://www.desmos.com/calculator/gslcdxvipg // Source: https://www.slideshare.net/nikuque/hdr-theory-and-practicce-jp // Used in "Gran Turismo Sport" game vec3 uchimura(vec3 x, float P, float a, float m, float l, float c, float b) { float l0 = ((P - m) * l) / a; float L0 = m - m / a; float L1 = m + (1.0 - m) / a; float S0 = m + l0; float S1 = m + a * l0; float C2 = (a * P) / (P - S1); float CP = -C2 / P; vec3 w0 = vec3(1.0 - smoothstep(0.0, m, x)); vec3 w2 = vec3(step(m + l0, x)); vec3 w1 = vec3(1.0 - w0 - w2); vec3 T = vec3(m * pow(x / m, vec3(c)) + b); vec3 S = vec3(P - (P - S1) * exp(CP * (x - S0))); vec3 L = vec3(m + a * (x - m)); return T * w0 + L * w1 + S * w2; } vec3 uchimura(vec3 x) { const float P = 1.0; // max display brightness const float a = 1.0; // contrast const float m = 0.22; // linear section start const float l = 0.4; // linear section length const float c = 1.33; // black const float b = 0.0; // pedestal 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() { vec4 hdrColor = texture(scene, TexCoords); //hdrColor.rgb=vec3(0); vec3 bloomColor = texture(bloomtex, TexCoords).rgb; //Blend in linear space /*hdrColor.rgb=ToLinear(hdrColor.rgb); bloomColor=ToLinear(bloomColor);*/ vec4 blended=vec4(mix(hdrColor.rgb, bloomColor, bloomStrength),hdrColor.a); // linear interpolation //Blend in gamma corrected space blended.rgb=ToLinear(blended.rgb); return blended; } #endif void main() { #if USE_PBR_BLOOM == 0 vec4 color = texture2D(scene, TexCoords); //Not a nice solution to convert two times (ideally there would be none), but not easily solvable currently color.rgb = ToLinear(color.rgb); #else vec4 color = bloom_new(); #endif //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; }