diff --git a/shaders/lib/color_transforms.glsl b/shaders/lib/color_transforms.glsl index 6dac4db..3cc8e2d 100644 --- a/shaders/lib/color_transforms.glsl +++ b/shaders/lib/color_transforms.glsl @@ -197,10 +197,6 @@ vec3 Full_Reinhard_Edit(vec3 C){ // 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. vec3 reinhard_jodie(vec3 color) { - // i edited it to add whitepoint control - // float whitePoint = 10.0; - // color *= (1.0 + color / (whitePoint*whitePoint)); - color *= 1.5; vec3 tonemapLuminance = color / (1.0 + dot(color, vec3(0.21, 0.72, 0.07))); vec3 tonemapRGB = color / (1.0 + color); @@ -208,6 +204,18 @@ vec3 reinhard_jodie(vec3 color) // small weight because i dont want bright colors to be *too* colorful return mix(tonemapLuminance, tonemapRGB, tonemapRGB*0.8+0.2); } +vec3 reinhard_jodie_ruined(vec3 color) +{ + // i edited it to add whitepoint control + float whitePoint = 1.0; + color *= (1.0 + color / (whitePoint*whitePoint)); + + vec3 tonemapLuminance = color / (1.0 + dot(color, vec3(0.21, 0.72, 0.07))); + vec3 tonemapRGB = color / (1.0 + color); + + // small weight because i dont want bright colors to be *too* colorful + return mix(tonemapLuminance, tonemapRGB, tonemapRGB*0.8+0.2); +} vec3 no_tonemapper(vec3 color){ return color;