#[set(everything)] const constants: { vignette_strength: float; grain_strength: float; tonemap_strength: float; // 0.0 or 1.0 lut_size: float; }; #[set(everything)] const sampler_linear: sampler; #[set(everything)] const tex: tex2d; #[set(everything)] const lut_tex: tex2d; // #[set(everything)] // const histogram: tex2d; 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 * (x * 6.2 + 0.5)) / (x * (x * 6.2 + 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 = color.rgb + (float3(g, g, g) * constants.grain_strength); // Vignette color.rgb = 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 auto_exposure_strength: float = 1.0; // var expo: float = 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); if (constants.lut_size > 0.0) { // .cube lut color grading color.rgb = pow3(max3(color.rgb, float3(0.0, 0.0, 0.0)), float3(0.4545, 0.4545, 0.4545)); var r_s: float = min(max(color.x, 0.0), 1.0) * (constants.lut_size - 1.0); var g_s: float = min(max(color.y, 0.0), 1.0) * (constants.lut_size - 1.0); var b_s: float = min(max(color.z, 0.0), 1.0) * (constants.lut_size - 1.0); var b0: float = floor(b_s); var b1: float = min(b0 + 1.0, constants.lut_size - 1.0); var b_frac: float = b_s - b0; var strip_w: float = constants.lut_size * constants.lut_size; var u0: float = (b0 * constants.lut_size + r_s + 0.5) / strip_w; var u1: float = (b1 * constants.lut_size + r_s + 0.5) / strip_w; var v: float = (g_s + 0.5) / constants.lut_size; var s0: float4 = sample_lod(lut_tex, sampler_linear, float2(u0, v), 0.0); var s1: float4 = sample_lod(lut_tex, sampler_linear, float2(u1, v), 0.0); color.rgb = lerp3(s0.rgb, s1.rgb, float3(b_frac, b_frac, b_frac)); } else { // Tonemap with gamma color.rgb = lerp3(color.rgb, tonemap_filmic(color.rgb), constants.tonemap_strength); } return color; } #[pipe] struct pipe { vertex = compositor_pass_vert; fragment = compositor_pass_frag; }