From e90404ab35471486deb6c3d77824c596c8d69c8c Mon Sep 17 00:00:00 2001 From: hyzboy Date: Thu, 28 May 2020 23:19:05 +0800 Subject: [PATCH] =?UTF-8?q?=E5=88=86=E7=B1=BBshader?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- shader/Functions/Color.glsl | 47 +++++ shader/Functions/ColorSpace.glsl | 96 ++++++++++ shader/Functions/gamma.glsl | 19 +- shader/Functions/pack.glsl | 29 +++ shader/NormalCompress/Octahedron.glsl | 26 +++ shader/NormalCompress/SphereMap.glsl | 10 + shader/Random.glsl | 4 +- shader/ToneMap/ACES.glsl | 2 + shader/shaderlib.glsl | 264 -------------------------- 9 files changed, 227 insertions(+), 270 deletions(-) create mode 100644 shader/Functions/Color.glsl create mode 100644 shader/Functions/ColorSpace.glsl create mode 100644 shader/Functions/pack.glsl create mode 100644 shader/NormalCompress/Octahedron.glsl create mode 100644 shader/NormalCompress/SphereMap.glsl diff --git a/shader/Functions/Color.glsl b/shader/Functions/Color.glsl new file mode 100644 index 0000000..61980dc --- /dev/null +++ b/shader/Functions/Color.glsl @@ -0,0 +1,47 @@ +vec3 luma(vec3 _rgb) +{ + float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); + return vec3(yy,yy,yy); +} + +vec4 luma(vec4 _rgba) +{ + return vec4(luma(_rgba.xyz), _rgba.w); +} + +vec3 conSatBri(vec3 _rgb, vec3 _csb) +{ + vec3 rgb = _rgb * _csb.z; + rgb = mix(luma(rgb), rgb, _csb.y); + rgb = mix(vec3(0.5,0.5,0.5), rgb, _csb.x); + return rgb; +} + +vec4 conSatBri(vec4 _rgba, vec3 _csb) +{ + return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w); +} + +vec3 posterize(vec3 _rgb, float _numColors) +{ + return floor(_rgb*_numColors) / _numColors; +} + +vec4 posterize(vec4 _rgba, float _numColors) +{ + return vec4(posterize(_rgba.xyz, _numColors), _rgba.w); +} + +vec3 sepia(vec3 _rgb) +{ + vec3 color; + color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) ); + color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) ); + color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) ); + return color; +} + +vec4 sepia(vec4 _rgba) +{ + return vec4(sepia(_rgba.xyz), _rgba.w); +} diff --git a/shader/Functions/ColorSpace.glsl b/shader/Functions/ColorSpace.glsl new file mode 100644 index 0000000..5be75a2 --- /dev/null +++ b/shader/Functions/ColorSpace.glsl @@ -0,0 +1,96 @@ + +vec3 convertRGB2XYZ(vec3 _rgb) +{ + // Reference(s): + // - RGB/XYZ Matrices + // https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html + vec3 xyz; + xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb); + xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); + xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb); + return xyz; +} + +vec3 convertXYZ2RGB(vec3 _xyz) +{ + vec3 rgb; + rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz); + rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz); + rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz); + return rgb; +} + +vec3 convertXYZ2Yxy(vec3 _xyz) +{ + // Reference(s): + // - XYZ to xyY + // https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html + float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) ); + return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv); +} + +vec3 convertYxy2XYZ(vec3 _Yxy) +{ + // Reference(s): + // - xyY to XYZ + // https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html + vec3 xyz; + xyz.x = _Yxy.x*_Yxy.y/_Yxy.z; + xyz.y = _Yxy.x; + xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z; + return xyz; +} + +vec3 convertRGB2Yxy(vec3 _rgb) +{ + return convertXYZ2Yxy(convertRGB2XYZ(_rgb) ); +} + +vec3 convertYxy2RGB(vec3 _Yxy) +{ + return convertXYZ2RGB(convertYxy2XYZ(_Yxy) ); +} + +vec3 convertRGB2Yuv(vec3 _rgb) +{ + vec3 yuv; + yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) ); + yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5; + yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5; + return yuv; +} + +vec3 convertYuv2RGB(vec3 _yuv) +{ + vec3 rgb; + rgb.x = _yuv.x + 1.403*(_yuv.y-0.5); + rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5); + rgb.z = _yuv.x + 1.773*(_yuv.z-0.5); + return rgb; +} + +vec3 convertRGB2YIQ(vec3 _rgb) +{ + vec3 yiq; + yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb); + yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb); + yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb); + return yiq; +} + +vec3 convertYIQ2RGB(vec3 _yiq) +{ + vec3 rgb; + rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq); + rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq); + rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq); + return rgb; +} + +vec3 adjustHue(vec3 _rgb, float _hue) +{ + vec3 yiq = convertRGB2YIQ(_rgb); + float angle = _hue + atan2(yiq.z, yiq.y); + float len = length(yiq.yz); + return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) ); +} \ No newline at end of file diff --git a/shader/Functions/gamma.glsl b/shader/Functions/gamma.glsl index 9292904..399b4da 100644 --- a/shader/Functions/gamma.glsl +++ b/shader/Functions/gamma.glsl @@ -3,19 +3,30 @@ const float INV_GAMMA = 1.0 / GAMMA; // linear to sRGB approximation // see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html -vec3 linearTosRGB(vec3 color) +vec3 Linear2sRGB(vec3 color) { return pow(color, vec3(INV_GAMMA)); } // sRGB to linear approximation // see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html -vec3 sRGBToLinear(vec3 srgbIn) +vec3 sRGB2Linear(vec3 srgbIn) { return vec3(pow(srgbIn.xyz, vec3(GAMMA))); } -vec4 sRGBToLinear(vec4 srgbIn) +vec3 sRGB2LinearAccurate(vec3 _rgb) { - return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w); + vec3 lo = _rgb / 12.92; + vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) ); + vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) ); + return rgb; +} + +vec3 Linear2sRGBAccurate(vec3 _rgb) +{ + vec3 lo = _rgb * 12.92; + vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055; + vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) ); + return rgb; } diff --git a/shader/Functions/pack.glsl b/shader/Functions/pack.glsl new file mode 100644 index 0000000..8f04aeb --- /dev/null +++ b/shader/Functions/pack.glsl @@ -0,0 +1,29 @@ +vec4 packFloatToRgba(float _value) +{ + const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0); + const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + vec4 comp = fract(_value * shift); + comp -= comp.xxyz * mask; + return comp; +} + +float unpackRgbaToFloat(vec4 _rgba) +{ + const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0); + return dot(_rgba, shift); +} + +vec2 packHalfFloat(float _value) +{ + const vec2 shift = vec2(256, 1.0); + const vec2 mask = vec2(0, 1.0 / 256.0); + vec2 comp = fract(_value * shift); + comp -= comp.xx * mask; + return comp; +} + +float unpackHalfFloat(vec2 _rg) +{ + const vec2 shift = vec2(1.0 / 256.0, 1.0); + return dot(_rg, shift); +} diff --git a/shader/NormalCompress/Octahedron.glsl b/shader/NormalCompress/Octahedron.glsl new file mode 100644 index 0000000..08bb87a --- /dev/null +++ b/shader/NormalCompress/Octahedron.glsl @@ -0,0 +1,26 @@ +vec2 octahedronWrap(vec2 _val) +{ + // Reference(s): + // - Octahedron normal vector encoding + // https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/ + return (1.0 - abs(_val.yx) ) + * mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) ); +} + +vec2 EncodeNormal(vec3 _normal) +{ + _normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z); + _normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy); + _normal.xy = _normal.xy * 0.5 + 0.5; + return _normal.xy; +} + +vec3 DecodeNormal(vec2 _encodedNormal) +{ + _encodedNormal = _encodedNormal * 2.0 - 1.0; + + vec3 normal; + normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y); + normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy); + return normalize(normal); +} diff --git a/shader/NormalCompress/SphereMap.glsl b/shader/NormalCompress/SphereMap.glsl new file mode 100644 index 0000000..2d31324 --- /dev/null +++ b/shader/NormalCompress/SphereMap.glsl @@ -0,0 +1,10 @@ +vec2 EncodeNormal(vec3 _normal) +{ + return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5); +} + +vec3 DecodeNormal(vec2 _encodedNormal) +{ + float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0; + return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz); +} diff --git a/shader/Random.glsl b/shader/Random.glsl index 65a1b5b..1c68515 100644 --- a/shader/Random.glsl +++ b/shader/Random.glsl @@ -1,4 +1,4 @@ -vec3 random(vec2 uv) // from Godot 3.2 +float random(vec2 _uv) { - return vec3(fract(sin(dot(uv,vec2(12.9898,78.233)))*43758.5453123)); + return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453); } diff --git a/shader/ToneMap/ACES.glsl b/shader/ToneMap/ACES.glsl index 22cb9e6..fce3dbb 100644 --- a/shader/ToneMap/ACES.glsl +++ b/shader/ToneMap/ACES.glsl @@ -1,5 +1,7 @@ // ACES tone map // see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +// - ACES Filmic Tone Mapping Curve +// https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ vec3 ToneMapping(vec3 color) { const float A = 2.51; diff --git a/shader/shaderlib.glsl b/shader/shaderlib.glsl index dde5ca5..54677db 100644 --- a/shader/shaderlib.glsl +++ b/shader/shaderlib.glsl @@ -46,182 +46,7 @@ vec3 decodeNormalUint(vec3 _encodedNormal) return _encodedNormal * 2.0 - 1.0; } -vec2 encodeNormalSphereMap(vec3 _normal) -{ - return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5); -} -vec3 decodeNormalSphereMap(vec2 _encodedNormal) -{ - float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0; - return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz); -} - -vec2 octahedronWrap(vec2 _val) -{ - // Reference(s): - // - Octahedron normal vector encoding - // https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/ - return (1.0 - abs(_val.yx) ) - * mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) ); -} - -vec2 encodeNormalOctahedron(vec3 _normal) -{ - _normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z); - _normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy); - _normal.xy = _normal.xy * 0.5 + 0.5; - return _normal.xy; -} - -vec3 decodeNormalOctahedron(vec2 _encodedNormal) -{ - _encodedNormal = _encodedNormal * 2.0 - 1.0; - - vec3 normal; - normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y); - normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy); - return normalize(normal); -} - -vec3 convertRGB2XYZ(vec3 _rgb) -{ - // Reference(s): - // - RGB/XYZ Matrices - // https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html - vec3 xyz; - xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb); - xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); - xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb); - return xyz; -} - -vec3 convertXYZ2RGB(vec3 _xyz) -{ - vec3 rgb; - rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz); - rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz); - rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz); - return rgb; -} - -vec3 convertXYZ2Yxy(vec3 _xyz) -{ - // Reference(s): - // - XYZ to xyY - // https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html - float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) ); - return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv); -} - -vec3 convertYxy2XYZ(vec3 _Yxy) -{ - // Reference(s): - // - xyY to XYZ - // https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html - vec3 xyz; - xyz.x = _Yxy.x*_Yxy.y/_Yxy.z; - xyz.y = _Yxy.x; - xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z; - return xyz; -} - -vec3 convertRGB2Yxy(vec3 _rgb) -{ - return convertXYZ2Yxy(convertRGB2XYZ(_rgb) ); -} - -vec3 convertYxy2RGB(vec3 _Yxy) -{ - return convertXYZ2RGB(convertYxy2XYZ(_Yxy) ); -} - -vec3 convertRGB2Yuv(vec3 _rgb) -{ - vec3 yuv; - yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) ); - yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5; - yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5; - return yuv; -} - -vec3 convertYuv2RGB(vec3 _yuv) -{ - vec3 rgb; - rgb.x = _yuv.x + 1.403*(_yuv.y-0.5); - rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5); - rgb.z = _yuv.x + 1.773*(_yuv.z-0.5); - return rgb; -} - -vec3 convertRGB2YIQ(vec3 _rgb) -{ - vec3 yiq; - yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb); - yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb); - yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb); - return yiq; -} - -vec3 convertYIQ2RGB(vec3 _yiq) -{ - vec3 rgb; - rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq); - rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq); - rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq); - return rgb; -} - -vec3 toLinear(vec3 _rgb) -{ - return pow(abs(_rgb), vec3_splat(2.2) ); -} - -vec4 toLinear(vec4 _rgba) -{ - return vec4(toLinear(_rgba.xyz), _rgba.w); -} - -vec3 toLinearAccurate(vec3 _rgb) -{ - vec3 lo = _rgb / 12.92; - vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) ); - vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) ); - return rgb; -} - -vec4 toLinearAccurate(vec4 _rgba) -{ - return vec4(toLinearAccurate(_rgba.xyz), _rgba.w); -} - -float toGamma(float _r) -{ - return pow(abs(_r), 1.0/2.2); -} - -vec3 toGamma(vec3 _rgb) -{ - return pow(abs(_rgb), vec3_splat(1.0/2.2) ); -} - -vec4 toGamma(vec4 _rgba) -{ - return vec4(toGamma(_rgba.xyz), _rgba.w); -} - -vec3 toGammaAccurate(vec3 _rgb) -{ - vec3 lo = _rgb * 12.92; - vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055; - vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) ); - return rgb; -} - -vec4 toGammaAccurate(vec4 _rgba) -{ - return vec4(toGammaAccurate(_rgba.xyz), _rgba.w); -} vec3 toReinhard(vec3 _rgb) { @@ -263,54 +88,6 @@ vec4 toAcesFilmic(vec4 _rgba) return vec4(toAcesFilmic(_rgba.xyz), _rgba.w); } -vec3 luma(vec3 _rgb) -{ - float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); - return vec3_splat(yy); -} - -vec4 luma(vec4 _rgba) -{ - return vec4(luma(_rgba.xyz), _rgba.w); -} - -vec3 conSatBri(vec3 _rgb, vec3 _csb) -{ - vec3 rgb = _rgb * _csb.z; - rgb = mix(luma(rgb), rgb, _csb.y); - rgb = mix(vec3_splat(0.5), rgb, _csb.x); - return rgb; -} - -vec4 conSatBri(vec4 _rgba, vec3 _csb) -{ - return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w); -} - -vec3 posterize(vec3 _rgb, float _numColors) -{ - return floor(_rgb*_numColors) / _numColors; -} - -vec4 posterize(vec4 _rgba, float _numColors) -{ - return vec4(posterize(_rgba.xyz, _numColors), _rgba.w); -} - -vec3 sepia(vec3 _rgb) -{ - vec3 color; - color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) ); - color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) ); - color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) ); - return color; -} - -vec4 sepia(vec4 _rgba) -{ - return vec4(sepia(_rgba.xyz), _rgba.w); -} - vec3 blendOverlay(vec3 _base, vec3 _blend) { vec3 lt = 2.0 * _base * _blend; @@ -323,48 +100,7 @@ vec4 blendOverlay(vec4 _base, vec4 _blend) return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w); } -vec3 adjustHue(vec3 _rgb, float _hue) -{ - vec3 yiq = convertRGB2YIQ(_rgb); - float angle = _hue + atan2(yiq.z, yiq.y); - float len = length(yiq.yz); - return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) ); -} -vec4 packFloatToRgba(float _value) -{ - const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0); - const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - vec4 comp = fract(_value * shift); - comp -= comp.xxyz * mask; - return comp; -} - -float unpackRgbaToFloat(vec4 _rgba) -{ - const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0); - return dot(_rgba, shift); -} - -vec2 packHalfFloat(float _value) -{ - const vec2 shift = vec2(256, 1.0); - const vec2 mask = vec2(0, 1.0 / 256.0); - vec2 comp = fract(_value * shift); - comp -= comp.xx * mask; - return comp; -} - -float unpackHalfFloat(vec2 _rg) -{ - const vec2 shift = vec2(1.0 / 256.0, 1.0); - return dot(_rg, shift); -} - -float random(vec2 _uv) -{ - return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453); -} vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize) {