add AGX minimal over normal AGX

This commit is contained in:
Xonk 2024-05-04 23:17:56 -04:00
parent 742e79bae1
commit 75e7402cc2
2 changed files with 70 additions and 13 deletions

View File

@ -183,6 +183,34 @@ vec3 Full_Reinhard_Edit(vec3 C){
}
// from https://iolite-engine.com/blog_posts/minimal_agx_implementation
// MIT License
//
// Copyright (c) 2024 Missing Deadlines (Benjamin Wrensch)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// All values used to derive this implementation are sourced from Troys initial AgX implementation/OCIO config file available here:
// https://github.com/sobotka/AgX
// AND
/// from https://github.com/donmccurdy/three.js/blob/dev/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js
// AgX Tone Mapping implementation based on Filament, which in turn is based
// on Blender's implementation using rec 2020 primaries
@ -192,7 +220,6 @@ vec3 Full_Reinhard_Edit(vec3 C){
// https://iolite-engine.com/blog_posts/minimal_agx_implementation
// Mean error^2: 3.6705141e-06
vec3 agxDefaultContrastApprox( vec3 x ) {
vec3 x2 = x * x;
vec3 x4 = x2 * x2;
@ -203,7 +230,6 @@ vec3 agxDefaultContrastApprox( vec3 x ) {
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
vec3 agxLook(vec3 val) {
@ -220,16 +246,13 @@ vec3 agxLook(vec3 val) {
val = pow(val * slope + offset, power);
return luma + sat * (val - luma);
}
vec3 ToneMap_AgX( vec3 color ) {
// AgX constants
const mat3 AgXInsetMatrix = mat3(
vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),
vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),
vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )
);
// explicit AgXOutsetMatrix generated from Filaments AgXOutsetMatrixInv
const mat3 AgXOutsetMatrix = mat3(
vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),
@ -243,8 +266,6 @@ vec3 ToneMap_AgX( vec3 color ) {
const float AgxMinEv = - 12.47393; // log2( pow( 2, LOG2_MIN ) * MIDDLE_GRAY )
const float AgxMaxEv = 4.026069; // log2( pow( 2, LOG2_MAX ) * MIDDLE_GRAY )
// color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;
color = AgXInsetMatrix * color;
// Log2 encoding
@ -252,8 +273,6 @@ vec3 ToneMap_AgX( vec3 color ) {
color = log2( color );
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
color = clamp( color, 0.0, 1.0 );
// Apply sigmoid
color = agxDefaultContrastApprox( color );
@ -263,13 +282,51 @@ vec3 ToneMap_AgX( vec3 color ) {
color = AgXOutsetMatrix * color;
// Linearize
color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
// color = LINEAR_REC2020_TO_LINEAR_SRGB * color;
color = pow(color, vec3(2.2));
// Gamut mapping. Simple clamp for now.
color = clamp( color, 0.0, 1.0 );
return color;
}
vec3 ToneMap_AgX_minimal( vec3 color ) {
// AgX constants from Benjamin Wrensch ( I HATE THE BRIGHTS GOING TO WHITE )
const mat3 AgXInsetMatrix = mat3(
0.842479062253094, 0.0423282422610123, 0.0423756549057051,
0.0784335999999992, 0.878468636469772, 0.0784336,
0.0792237451477643, 0.0791661274605434, 0.879142973793104);
const mat3 AgXOutsetMatrix = mat3(
1.19687900512017, -0.0528968517574562, -0.0529716355144438,
-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
-0.0990297440797205, -0.0989611768448433, 1.15107367264116);
// LOG2_MIN = -10.0
// LOG2_MAX = +6.5
// MIDDLE_GRAY = 0.18
const float AgxMinEv = - 12.47393; // log2( pow( 2, LOG2_MIN ) * MIDDLE_GRAY )
const float AgxMaxEv = 4.026069; // log2( pow( 2, LOG2_MAX ) * MIDDLE_GRAY )
color = AgXInsetMatrix * color;
// Log2 encoding
color = max( color, 1e-10 ); // avoid 0 or negative numbers for log2
color = log2( color );
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
// Apply sigmoid
color = agxDefaultContrastApprox( color );
// Apply AgX look
color = agxLook(color);
color = AgXOutsetMatrix * color;
// Linearize
color = pow(color, vec3(2.2));
// Gamut mapping. Simple clamp for now.
color = clamp( color, 0.0, 1.0 );
return color;
}

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@ -529,7 +529,7 @@ uniform int moonPhase;
// ----- COLOR/POST PROCESSING RELATED SETTINGS ----- //
////////////////////////////////////////////////////////
#define TONEMAP ToneMap_AgX // [ToneMap_AgX ToneMap_Hejl2015 Tonemap_Xonk Tonemap_Uchimura HableTonemap Full_Reinhard_Edit Tonemap_Full_Reinhard reinhard Tonemap_Lottes ACESFilm]
#define TONEMAP ToneMap_AgX_minimal // [ToneMap_AgX_minimal ToneMap_AgX ToneMap_Hejl2015 Tonemap_Xonk Tonemap_Uchimura HableTonemap Full_Reinhard_Edit Tonemap_Full_Reinhard reinhard Tonemap_Lottes ACESFilm]
//#define USE_ACES_COLORSPACE_APPROXIMATION
#define CONTRAST_ADAPTATIVE_SHARPENING