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armorpaint/paint/shaders/compositor_pass.kong
T
2026-07-11 20:42:14 +02:00

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#[set(everything)]
const constants: {
vignette_strength: float;
grain_strength: float;
tonemap_strength: float; // 0.0 or 1.0
lut_size: float;
contrast_strength: float;
gamma_strength: 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);
}
// Contrast
color.rgb = (color.rgb - float3(0.5, 0.5, 0.5)) * constants.contrast_strength + float3(0.5, 0.5, 0.5);
// Gamma
var inv_gamma: float = 1.0 / max(constants.gamma_strength, 0.01);
color.rgb = pow3(max3(color.rgb, float3(0.0, 0.0, 0.0)), float3(inv_gamma, inv_gamma, inv_gamma));
return color;
}
#[pipe]
struct pipe {
vertex = compositor_pass_vert;
fragment = compositor_pass_frag;
}