Color grading stuff - test (hardcoded)

This commit is contained in:
Emmanuel BENOîT 2017-10-05 11:47:33 +02:00
parent 942a4fea21
commit af2e8eb05c
3 changed files with 12 additions and 6 deletions

View file

@ -41,6 +41,12 @@ void main( void )
} }
o_Color = o_Color + bloom / 2.2; o_Color = o_Color + bloom / 2.2;
// Color grading test
vec3 uColorGain = vec3( .95 , 1.1 , 1.4 ) ,
uColorLift = vec3( 0 , 0 , .003 ) ,
uColorGamma = vec3( -.2 , 0.1 , .1 );
o_Color = ( o_Color * ( uColorGain - uColorLift ) ) + uColorLift;
// Vignette // Vignette
vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul , vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
vec2( uVigShapePow ) ); vec2( uVigShapePow ) );
@ -54,5 +60,5 @@ void main( void )
o_Color = o_Color / ( o_Color + 1. ); o_Color = o_Color / ( o_Color + 1. );
// Gamma // Gamma
o_Color = pow( o_Color , vec3( 1.0 / 2.2 ) ); o_Color = pow( o_Color , vec3( 1 ) / ( uColorGamma + 2.2 ) );
} }

View file

@ -19,7 +19,7 @@ float M_Hash(
float M_Luminosity( float M_Luminosity(
in vec3 color ) in vec3 color )
{ {
return dot( color , vec3( .3 , .6 , .1 ) ); return dot( color , vec3( .299 , .587 , .114 ) );
} }
vec3 M_NormalizeColor( vec3 M_NormalizeColor(

View file

@ -14,16 +14,16 @@ T_BPMaterial BPMaterials[1] = {
T_PBRMaterial PBRMaterials[1] = { T_PBRMaterial PBRMaterials[1] = {
{ {
// Albedo color // Albedo color
vec3( 1 , 1 , .4 ) , vec3( 1 , 1 , 1 ) ,
// Roughness , metallic , subsurface , anisotropy // Roughness , metallic , subsurface , anisotropy
.4 , .7 , 1 , .1 , .5 , .5 , 0 , 0 ,
// Specular strength / tint% // Specular strength / tint%
.5 , .5 .5 , .5
} }
}; };
vec3 Glow[1] = { vec3 Glow[1] = {
vec3( 2 , .4 , 5 ) * 4 vec3( .95 , .8 , 1 ) * 5
}; };
void mapMaterial( void mapMaterial(
@ -65,7 +65,7 @@ void main( )
int( u_Render.x ) , u_Render.y , int( u_Render.x ) , u_Render.y ,
u_Render.z , .001 , u_Render.w ); u_Render.z , .001 , u_Render.w );
vec3 hitPos = u_CamPos + rayDir * r.x; vec3 hitPos = u_CamPos + rayDir * r.x;
const vec3 background = vec3( .01 ); const vec3 background = vec3( .005 );
vec3 bc = background; vec3 bc = background;
if ( r.y >= 0. ) { if ( r.y >= 0. ) {