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tonemapping_shared.wgsl
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tonemapping_shared.wgsl
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#define_import_path bevy_core_pipeline::tonemapping
// from https://64.github.io/tonemapping/
// reinhard on RGB oversaturates colors
fn tonemapping_reinhard(color: vec3<f32>) -> vec3<f32> {
return color / (1.0 + color);
}
fn tonemapping_reinhard_extended(color: vec3<f32>, max_white: f32) -> vec3<f32> {
let numerator = color * (1.0 + (color / vec3<f32>(max_white * max_white)));
return numerator / (1.0 + color);
}
// luminance coefficients from Rec. 709.
// https://en.wikipedia.org/wiki/Rec._709
fn tonemapping_luminance(v: vec3<f32>) -> f32 {
return dot(v, vec3<f32>(0.2126, 0.7152, 0.0722));
}
fn tonemapping_change_luminance(c_in: vec3<f32>, l_out: f32) -> vec3<f32> {
let l_in = tonemapping_luminance(c_in);
return c_in * (l_out / l_in);
}
fn reinhard_luminance(color: vec3<f32>) -> vec3<f32> {
let l_old = tonemapping_luminance(color);
let l_new = l_old / (1.0 + l_old);
return tonemapping_change_luminance(color, l_new);
}
// Source: Advanced VR Rendering, GDC 2015, Alex Vlachos, Valve, Slide 49
// https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
fn screen_space_dither(frag_coord: vec2<f32>) -> vec3<f32> {
var dither = vec3<f32>(dot(vec2<f32>(171.0, 231.0), frag_coord)).xxx;
dither = fract(dither.rgb / vec3<f32>(103.0, 71.0, 97.0));
return dither / 255.0;
}