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- void main()
- {
- float4 color = Sample();
- float Adaptation = 0.04;
- float Gamma = 1.2;
- float IntensityContrast = 1.3;
- float Saturation = 1.4;
- float ToneMappingCurve = 2.0;
- float ToneMappingOversaturation = 40.0;
- float Brightness = 0.3;
- float BrightnessCurve = 2.28;
- float BrightnessMultiplier = 0.85;
- float BrightnessToneMappingCurve = 0.42;
- color.rgb = pow(color.rgb, vec3(Gamma));
- color.rgb = color.rgb / vec3(Adaptation);
- color.rgb *= vec3(Brightness);
- color.rgb += vec3(0.000001);
- float3 xncol = normalize(color.rgb);
- float3 scl = color.rgb/xncol.rgb;
- scl = pow(scl, vec3(IntensityContrast));
- xncol = pow(xncol, vec3(Saturation));
- color.rgb = scl*xncol;
- float lumamax = ToneMappingOversaturation;
- color.rgb = (color.rgb * (1.0 + color.rgb/lumamax))/(color.rgb + ToneMappingCurve);
- float Y = dot(color.rgb, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
- float U = dot(color.rgb, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
- float V = dot(color.rgb, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
- Y = pow(Y, BrightnessCurve);
- Y = Y * BrightnessMultiplier;
- Y = Y / (Y + BrightnessToneMappingCurve);
- float desaturatefact = clamp(Y * Y * Y * 1.7, 0.0, 1.0);
- U = mix(U, 0.0, desaturatefact);
- V = mix(V, 0.0, desaturatefact);
- color.rgb = V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;
- SetOutput(color);
- }
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