#[set(everything)] const constants: { vignette_strength: float; grain_strength: float; }; #[set(everything)] const tex: tex2d; // #[set(everything)] // const histogram: tex2d; #[set(everything)] const sampler_linear: sampler; struct vert_in { pos: float2; } struct vert_out { pos: float4; tex: float2; } fun compositor_pass_vert(input: vert_in): vert_out { var output: vert_out; output.tex = input.pos.xy * 0.5 + 0.5; output.tex.y = 1.0 - output.tex.y; output.pos = float4(input.pos.xy, 0.0, 1.0); return output; } fun tonemap_filmic(color: float3): float3 { // Based on Filmic Tonemapping Operators http://filmicgames.com/archives/75 // var x: float3 = max(float3(0.0, 0.0, 0.0), color - 0.004); var x: float3; x.x = max(0.0, color.x - 0.004); x.y = max(0.0, color.y - 0.004); x.z = max(0.0, color.z - 0.004); return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); } fun compositor_pass_frag(input: vert_out): float4 { var color: float4 = sample_lod(tex, sampler_linear, input.tex, 0.0); // Static grain var x: float = (input.tex.x + 4.0) * (input.tex.y + 4.0) * 10.0; var g: float = (((x % 13.0) + 1.0) * ((x % 123.0) + 1.0) % 0.01) - 0.005; color.rgb += float3(g, g, g) * constants.grain_strength; color.rgb *= (1.0 - constants.vignette_strength) + constants.vignette_strength * pow(16.0 * input.tex.x * input.tex.y * (1.0 - input.tex.x) * (1.0 - input.tex.y), 0.2); // Auto exposure // const float auto_exposure_strength = 1.0; // float expo = 2.0 - clamp(length(sample_lod(histogram, sampler_linear, float2(0.5, 0.5), 0.0).rgb), 0.0, 1.0); // color.rgb *= pow(expo, auto_exposure_strength * 2.0); color.rgb = tonemap_filmic(color.rgb); // With gamma return color; } #[pipe] struct pipe { vertex = compositor_pass_vert; fragment = compositor_pass_frag; }