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nvidia-rtx-godot / servers / rendering / renderer_rd / shaders / effects / tonemap_mobile.glsl

836 lines · glsl ref:
#[vertex]

#version 450

#VERSION_DEFINES

layout(location = 0) out vec2 uv_interp;

void main() {
	// old code, ARM driver bug on Mali-GXXx GPUs and Vulkan API 1.3.xxx
	// https://github.com/godotengine/godot/pull/92817#issuecomment-2168625982
	//vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
	//gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
	//uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0

	vec2 vertex_base;
	if (gl_VertexIndex == 0) {
		vertex_base = vec2(-1.0, -1.0);
	} else if (gl_VertexIndex == 1) {
		vertex_base = vec2(-1.0, 3.0);
	} else {
		vertex_base = vec2(3.0, -1.0);
	}
	gl_Position = vec4(vertex_base, 0.0, 1.0);
	uv_interp = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}

#[fragment]

#version 450

#VERSION_DEFINES

#ifdef USE_MULTIVIEW
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#endif //USE_MULTIVIEW

layout(location = 0) in vec2 uv_interp;

#ifdef USE_MULTIVIEW
#define SAMPLER_FORMAT sampler2DArray
#else
#define SAMPLER_FORMAT sampler2D
#endif

// All uniforms must be on set 0 to prevent MSAA from crashing Mali GPUs. See GH-114785.
#ifdef SUBPASS
layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
#else
layout(set = 0, binding = 0) uniform SAMPLER_FORMAT source_color;
#endif

layout(set = 0, binding = 1) uniform SAMPLER_FORMAT source_glow;
layout(set = 0, binding = 2) uniform sampler2D glow_map;

#ifdef USE_1D_LUT
layout(set = 0, binding = 3) uniform sampler2D source_color_correction;
#else
layout(set = 0, binding = 3) uniform sampler3D source_color_correction;
#endif

layout(constant_id = 0) const bool use_bcs = false;
layout(constant_id = 1) const bool use_glow = false;
layout(constant_id = 2) const bool use_glow_map = false;
layout(constant_id = 3) const bool use_color_correction = false;
layout(constant_id = 4) const bool use_fxaa = false;
layout(constant_id = 5) const bool deband_8_bit = false;
layout(constant_id = 6) const bool deband_10_bit = false;
layout(constant_id = 7) const bool convert_to_srgb = false;
layout(constant_id = 8) const bool tonemapper_linear = false;
layout(constant_id = 9) const bool tonemapper_reinhard = false;
layout(constant_id = 10) const bool tonemapper_filmic = false;
layout(constant_id = 11) const bool tonemapper_aces = false;
layout(constant_id = 12) const bool tonemapper_agx = false;
layout(constant_id = 13) const bool glow_mode_add = false;
layout(constant_id = 14) const bool glow_mode_screen = false;
layout(constant_id = 15) const bool glow_mode_softlight = false;
layout(constant_id = 16) const bool glow_mode_replace = false;
layout(constant_id = 17) const bool glow_mode_mix = false;

layout(push_constant, std430) uniform Params {
	vec3 bcs;
	float luminance_multiplier;

	vec2 src_pixel_size;
	vec2 dest_pixel_size;

	float glow_intensity;
	float glow_map_strength;
	float exposure;
	float white;

	vec4 tonemapper_params;

	float output_max_value;
	float pad[3];
}
params;

layout(location = 0) out vec4 frag_color;

// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
vec3 tonemap_reinhard(vec3 color) {
	float white_squared = params.tonemapper_params.x;
	// Updated version of the Reinhard tonemapper supporting HDR rendering.
	return color * (1.0f + color / white_squared) / (1.0f + color / params.output_max_value);
}

vec3 tonemap_filmic(vec3 color) {
	// These constants must match the those in the C++ code that calculates the parameters.
	// exposure_bias: Input scale (color *= bias, env->white *= bias) to make the brightness consistent with other tonemappers.
	// Also useful to scale the input to the range that the tonemapper is designed for (some require very high input values).
	// Has no effect on the curve's general shape or visual properties.
	const float exposure_bias = 2.0f;
	const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
	const float B = 0.30f * exposure_bias;
	const float C = 0.10f;
	const float D = 0.20f;
	const float E = 0.01f;
	const float F = 0.30f;

	vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;

	return color_tonemapped / params.tonemapper_params.x;
}

// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// (MIT License).
vec3 tonemap_aces(vec3 color) {
	// These constants must match the those in the C++ code that calculates the parameters.
	const float exposure_bias = 1.8f;
	const float A = 0.0245786f;
	const float B = 0.000090537f;
	const float C = 0.983729f;
	const float D = 0.432951f;
	const float E = 0.238081f;

	// Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
	const mat3 rgb_to_rrt = mat3(
			vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
			vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
			vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));

	const mat3 odt_to_rgb = mat3(
			vec3(1.60475f, -0.53108f, -0.07367f),
			vec3(-0.10208f, 1.10813f, -0.00605f),
			vec3(-0.00327f, -0.07276f, 1.07602f));

	color *= rgb_to_rrt;
	vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
	color_tonemapped *= odt_to_rgb;

	return color_tonemapped / params.tonemapper_params.x;
}

// allenwp tonemapping curve; developed for use in the Godot game engine.
// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
// Input must be a non-negative linear scene value.
vec3 allenwp_curve(vec3 x) {
	// These constants must match the those in the C++ code that calculates the parameters.
	// 18% "middle gray" is perceptually 50% of the brightness of reference white.
	const float awp_crossover_point = 0.18;
	// When output_max_value and/or awp_crossover_point are no longer constant,
	// awp_shoulder_max can be calculated on the CPU and passed in as params.tonemap_e.
	const float awp_shoulder_max = params.output_max_value - awp_crossover_point;

	float awp_contrast = params.tonemapper_params.x;
	float awp_toe_a = params.tonemapper_params.y;
	float awp_slope = params.tonemapper_params.z;
	float awp_w = params.tonemapper_params.w;

	// Reinhard-like shoulder:
	vec3 s = x - awp_crossover_point;
	vec3 slope_s = awp_slope * s;
	s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max));
	s += awp_crossover_point;

	// Sigmoid power function toe:
	vec3 t = pow(x, vec3(awp_contrast));
	t = t / (t + awp_toe_a);

	return mix(s, t, lessThan(x, vec3(awp_crossover_point)));
}

// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
// Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix
vec3 tonemap_agx(vec3 color) {
	// Input color should be non-negative!
	// Large negative values in one channel and large positive values in other
	// channels can result in a colour that appears darker and more saturated than
	// desired after passing it through the inset matrix. For this reason, it is
	// best to prevent negative input values.
	// This is done before the Rec. 2020 transform to allow the Rec. 2020
	// transform to be combined with the AgX inset matrix. This results in a loss
	// of color information that could be correctly interpreted within the
	// Rec. 2020 color space as positive RGB values, but is often not worth
	// the performance cost of an additional matrix multiplication.
	//
	// Additionally, this AgX configuration was created subjectively based on
	// output appearance in the Rec. 709 color gamut, so it is possible that these
	// matrices will not perform well with non-Rec. 709 output (more testing with
	// future wide-gamut displays is be needed).
	// See this comment from the author on the decisions made to create the matrices:
	// https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250

	// Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices:
	const mat3 rec709_to_rec2020_agx_inset_matrix = mat3(
			0.544814746488245, 0.140416948464053, 0.0888104196149096,
			0.373787398372697, 0.754137554567394, 0.178871756420858,
			0.0813978551390581, 0.105445496968552, 0.732317823964232);

	// Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices.
	const mat3 agx_outset_rec2020_to_rec709_matrix = mat3(
			1.96488741169489, -0.299313364904742, -0.164352742528393,
			-0.855988495690215, 1.32639796461980, -0.238183969428088,
			-0.108898916004672, -0.0270845997150571, 1.40253671195648);

	// Apply inset matrix.
	color = rec709_to_rec2020_agx_inset_matrix * color;

	// Use the allenwp tonemapping curve to match the Blender AgX curve while
	// providing stability across all variable dyanimc range (SDR, HDR, EDR).
	color = allenwp_curve(color);

	// Clipping to output_max_value is required to address a cyan colour that occurs
	// with very bright inputs.
	color = min(vec3(params.output_max_value), color);

	// Apply outset to make the result more chroma-laden and then go back to Rec. 709.
	color = agx_outset_rec2020_to_rec709_matrix * color;

	// Blender's lusRGB.compensate_low_side is too complex for this shader, so
	// simply return the color, even if it has negative components. These negative
	// components may be useful for subsequent color adjustments.
	return color;
}

vec3 linear_to_srgb(vec3 color) {
	const vec3 a = vec3(0.055f);
	return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}

vec3 srgb_to_linear(vec3 color) {
	const vec3 a = vec3(0.055f);
	return mix(pow((color.rgb + a) * (1.0f / (vec3(1.0f) + a)), vec3(2.4f)), color.rgb * (1.0f / 12.92f), lessThan(color.rgb, vec3(0.04045f)));
}

vec3 apply_tonemapping(vec3 color) { // inputs are LINEAR
	if (tonemapper_linear) {
		return color;
	}

	// Ensure color values passed to tonemappers are positive.
	// They can be negative in the case of negative lights, which leads to undesired behavior.
	color = max(vec3(0.0), color);

	if (tonemapper_reinhard) {
		return tonemap_reinhard(color);
	} else if (tonemapper_filmic) {
		return tonemap_filmic(color);
	} else if (tonemapper_aces) {
		return tonemap_aces(color);
	} else { // tonemapper_agx
		return tonemap_agx(color);
	}
}

#ifdef USE_MULTIVIEW
vec3 gather_glow() {
	vec2 uv = gl_FragCoord.xy * params.dest_pixel_size;
	return textureLod(source_glow, vec3(uv, ViewIndex), 0.0).rgb * params.luminance_multiplier;
}
#else
vec3 gather_glow() {
	vec2 uv = gl_FragCoord.xy * params.dest_pixel_size;
	return textureLod(source_glow, uv, 0.0).rgb * params.luminance_multiplier;
}
#endif // !USE_MULTIVIEW

// Applies glow using the selected blending mode. Does not handle the mix blend mode.
vec3 apply_glow(vec3 color, vec3 glow, float white) {
	if (glow_mode_add) {
		return color + glow;
	} else if (glow_mode_screen) {
		// Glow cannot be above 1.0 after normalizing and should be non-negative
		// to produce expected results. It is possible that glow can be negative
		// if negative lights were used in the scene.
		// We clamp to white because glow will be normalized to this range.
		// Note: white cannot be smaller than the maximum output value.
		glow.rgb = clamp(glow.rgb, 0.0, white);

		// Normalize to white range.
		//glow.rgb /= white;
		//color.rgb /= white;
		//color.rgb = (color.rgb + glow.rgb) - (color.rgb * glow.rgb);
		// Expand back to original range.
		//color.rgb *= white;

		// The following is a mathematically simplified version of the above.
		color.rgb = color.rgb + glow.rgb - (color.rgb * glow.rgb / white);

		return color;
	} else if (glow_mode_softlight) {
		// Glow cannot be above 1.0 should be non-negative to produce
		// expected results. It is possible that glow can be negative
		// if negative lights were used in the scene.
		// Note: This approach causes a discontinuity with scene values
		// at 1.0, but because this glow should have its strongest influence
		// anchored at 0.25 there is no way around this.
		glow.rgb = clamp(glow.rgb, 0.0, 1.0);

		color.r = color.r > 1.0 ? color.r : color.r + glow.r * ((color.r <= 0.25f ? ((16.0f * color.r - 12.0f) * color.r + 4.0f) * color.r : sqrt(color.r)) - color.r);
		color.g = color.g > 1.0 ? color.g : color.g + glow.g * ((color.g <= 0.25f ? ((16.0f * color.g - 12.0f) * color.g + 4.0f) * color.g : sqrt(color.g)) - color.g);
		color.b = color.b > 1.0 ? color.b : color.b + glow.b * ((color.b <= 0.25f ? ((16.0f * color.b - 12.0f) * color.b + 4.0f) * color.b : sqrt(color.b)) - color.b);

		return color;
	} else { //replace
		return glow;
	}
}

#ifdef USE_1D_LUT
vec3 apply_color_correction(vec3 color) {
	color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
	color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
	color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
	return color;
}
#else
vec3 apply_color_correction(vec3 color) {
	return textureLod(source_color_correction, color, 0.0).rgb;
}
#endif

#ifndef SUBPASS

// FXAA 3.11 compact, Ported from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/fxaa.frag
///////////////////////////////////////////////////////////////////////////////////
// MIT License
//
// Copyright (c) 2017 Simon Rodriguez
//
// 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.
///////////////////////////////////////////////////////////////////////////////////

// Nvidia Original FXAA 3.11 License
//----------------------------------------------------------------------------------
// File:        es3-kepler\FXAA/FXAA3_11.h
// SDK Version: v3.00
// Email:       gameworks@nvidia.com
// Site:        http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
//
//                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES
//
//----------------------------------------------------------------------------------

float QUALITY(float q) {
	return (q < 5 ? 1.0 : (q > 5 ? (q < 10 ? 2.0 : (q < 11 ? 4.0 : 8.0)) : 1.5));
}

float rgb2luma(vec3 rgb) {
	return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114)));
}

vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
	const float EDGE_THRESHOLD_MIN = 0.0312;
	const float EDGE_THRESHOLD_MAX = 0.125;
	const int ITERATIONS = 12;
	const float SUBPIXEL_QUALITY = 0.75;

#ifdef USE_MULTIVIEW
	float lumaUp = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(0, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaDown = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(0, -1)).xyz * exposure * params.luminance_multiplier);
	float lumaLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, 0)).xyz * exposure * params.luminance_multiplier);
	float lumaRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, 0)).xyz * exposure * params.luminance_multiplier);

	float lumaCenter = rgb2luma(color);

	float lumaMin = min(lumaCenter, min(min(lumaUp, lumaDown), min(lumaLeft, lumaRight)));
	float lumaMax = max(lumaCenter, max(max(lumaUp, lumaDown), max(lumaLeft, lumaRight)));

	float lumaRange = lumaMax - lumaMin;

	if (lumaRange < max(EDGE_THRESHOLD_MIN, lumaMax * EDGE_THRESHOLD_MAX)) {
		return color;
	}

	float lumaDownLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, -1)).xyz * exposure * params.luminance_multiplier);
	float lumaUpRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaUpLeft = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(-1, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaDownRight = rgb2luma(textureLodOffset(source_color, vec3(uv_interp, ViewIndex), 0.0, ivec2(1, -1)).xyz * exposure * params.luminance_multiplier);

	float lumaDownUp = lumaDown + lumaUp;
	float lumaLeftRight = lumaLeft + lumaRight;

	float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
	float lumaDownCorners = lumaDownLeft + lumaDownRight;
	float lumaRightCorners = lumaDownRight + lumaUpRight;
	float lumaUpCorners = lumaUpRight + lumaUpLeft;

	float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners);
	float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners);

	bool isHorizontal = (edgeHorizontal >= edgeVertical);

	float stepLength = isHorizontal ? params.src_pixel_size.y : params.src_pixel_size.x;

	float luma1 = isHorizontal ? lumaDown : lumaLeft;
	float luma2 = isHorizontal ? lumaUp : lumaRight;
	float gradient1 = luma1 - lumaCenter;
	float gradient2 = luma2 - lumaCenter;

	bool is1Steepest = abs(gradient1) >= abs(gradient2);

	float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));

	float lumaLocalAverage = 0.0;
	if (is1Steepest) {
		stepLength = -stepLength;
		lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
	} else {
		lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
	}

	vec2 currentUv = uv_interp;
	if (isHorizontal) {
		currentUv.y += stepLength * 0.5;
	} else {
		currentUv.x += stepLength * 0.5;
	}

	vec2 offset = isHorizontal ? vec2(params.src_pixel_size.x, 0.0) : vec2(0.0, params.src_pixel_size.y);
	vec3 uv1 = vec3(currentUv - offset * QUALITY(0), ViewIndex);
	vec3 uv2 = vec3(currentUv + offset * QUALITY(0), ViewIndex);

	float lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier);
	float lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier);
	lumaEnd1 -= lumaLocalAverage;
	lumaEnd2 -= lumaLocalAverage;

	bool reached1 = abs(lumaEnd1) >= gradientScaled;
	bool reached2 = abs(lumaEnd2) >= gradientScaled;
	bool reachedBoth = reached1 && reached2;

	if (!reached1) {
		uv1 -= vec3(offset * QUALITY(1), 0.0);
	}
	if (!reached2) {
		uv2 += vec3(offset * QUALITY(1), 0.0);
	}

	if (!reachedBoth) {
		for (int i = 2; i < ITERATIONS; i++) {
			if (!reached1) {
				lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier);
				lumaEnd1 = lumaEnd1 - lumaLocalAverage;
			}
			if (!reached2) {
				lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier);
				lumaEnd2 = lumaEnd2 - lumaLocalAverage;
			}
			reached1 = abs(lumaEnd1) >= gradientScaled;
			reached2 = abs(lumaEnd2) >= gradientScaled;
			reachedBoth = reached1 && reached2;
			if (!reached1) {
				uv1 -= vec3(offset * QUALITY(i), 0.0);
			}
			if (!reached2) {
				uv2 += vec3(offset * QUALITY(i), 0.0);
			}
			if (reachedBoth) {
				break;
			}
		}
	}

	float distance1 = isHorizontal ? (uv_interp.x - uv1.x) : (uv_interp.y - uv1.y);
	float distance2 = isHorizontal ? (uv2.x - uv_interp.x) : (uv2.y - uv_interp.y);

	bool isDirection1 = distance1 < distance2;
	float distanceFinal = min(distance1, distance2);

	float edgeThickness = (distance1 + distance2);

	bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;

	bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
	bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;

	bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2;

	float pixelOffset = -distanceFinal / edgeThickness + 0.5;

	float finalOffset = correctVariation ? pixelOffset : 0.0;

	float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);

	float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
	float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;

	float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * SUBPIXEL_QUALITY;

	finalOffset = max(finalOffset, subPixelOffsetFinal);

	vec3 finalUv = vec3(uv_interp, ViewIndex);
	if (isHorizontal) {
		finalUv.y += finalOffset * stepLength;
	} else {
		finalUv.x += finalOffset * stepLength;
	}

	vec3 finalColor = textureLod(source_color, finalUv, 0.0).xyz * exposure * params.luminance_multiplier;
	return finalColor;

#else
	float lumaUp = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(0, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaDown = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(0, -1)).xyz * exposure * params.luminance_multiplier);
	float lumaLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, 0)).xyz * exposure * params.luminance_multiplier);
	float lumaRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, 0)).xyz * exposure * params.luminance_multiplier);

	float lumaCenter = rgb2luma(color);

	float lumaMin = min(lumaCenter, min(min(lumaUp, lumaDown), min(lumaLeft, lumaRight)));
	float lumaMax = max(lumaCenter, max(max(lumaUp, lumaDown), max(lumaLeft, lumaRight)));

	float lumaRange = lumaMax - lumaMin;

	if (lumaRange < max(EDGE_THRESHOLD_MIN, lumaMax * EDGE_THRESHOLD_MAX)) {
		return color;
	}

	float lumaDownLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, -1)).xyz * exposure * params.luminance_multiplier);
	float lumaUpRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaUpLeft = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(-1, 1)).xyz * exposure * params.luminance_multiplier);
	float lumaDownRight = rgb2luma(textureLodOffset(source_color, uv_interp, 0.0, ivec2(1, -1)).xyz * exposure * params.luminance_multiplier);

	float lumaDownUp = lumaDown + lumaUp;
	float lumaLeftRight = lumaLeft + lumaRight;

	float lumaLeftCorners = lumaDownLeft + lumaUpLeft;
	float lumaDownCorners = lumaDownLeft + lumaDownRight;
	float lumaRightCorners = lumaDownRight + lumaUpRight;
	float lumaUpCorners = lumaUpRight + lumaUpLeft;

	float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners);
	float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners);

	bool isHorizontal = (edgeHorizontal >= edgeVertical);

	float stepLength = isHorizontal ? params.src_pixel_size.y : params.src_pixel_size.x;

	float luma1 = isHorizontal ? lumaDown : lumaLeft;
	float luma2 = isHorizontal ? lumaUp : lumaRight;
	float gradient1 = luma1 - lumaCenter;
	float gradient2 = luma2 - lumaCenter;

	bool is1Steepest = abs(gradient1) >= abs(gradient2);

	float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));

	float lumaLocalAverage = 0.0;
	if (is1Steepest) {
		stepLength = -stepLength;
		lumaLocalAverage = 0.5 * (luma1 + lumaCenter);
	} else {
		lumaLocalAverage = 0.5 * (luma2 + lumaCenter);
	}

	vec2 currentUv = uv_interp;
	if (isHorizontal) {
		currentUv.y += stepLength * 0.5;
	} else {
		currentUv.x += stepLength * 0.5;
	}

	vec2 offset = isHorizontal ? vec2(params.src_pixel_size.x, 0.0) : vec2(0.0, params.src_pixel_size.y);
	vec2 uv1 = currentUv - offset * QUALITY(0);
	vec2 uv2 = currentUv + offset * QUALITY(0);

	float lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier);
	float lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier);
	lumaEnd1 -= lumaLocalAverage;
	lumaEnd2 -= lumaLocalAverage;

	bool reached1 = abs(lumaEnd1) >= gradientScaled;
	bool reached2 = abs(lumaEnd2) >= gradientScaled;
	bool reachedBoth = reached1 && reached2;

	if (!reached1) {
		uv1 -= offset * QUALITY(1);
	}
	if (!reached2) {
		uv2 += offset * QUALITY(1);
	}

	if (!reachedBoth) {
		for (int i = 2; i < ITERATIONS; i++) {
			if (!reached1) {
				lumaEnd1 = rgb2luma(textureLod(source_color, uv1, 0.0).xyz * exposure * params.luminance_multiplier);
				lumaEnd1 = lumaEnd1 - lumaLocalAverage;
			}
			if (!reached2) {
				lumaEnd2 = rgb2luma(textureLod(source_color, uv2, 0.0).xyz * exposure * params.luminance_multiplier);
				lumaEnd2 = lumaEnd2 - lumaLocalAverage;
			}
			reached1 = abs(lumaEnd1) >= gradientScaled;
			reached2 = abs(lumaEnd2) >= gradientScaled;
			reachedBoth = reached1 && reached2;
			if (!reached1) {
				uv1 -= offset * QUALITY(i);
			}
			if (!reached2) {
				uv2 += offset * QUALITY(i);
			}
			if (reachedBoth) {
				break;
			}
		}
	}

	float distance1 = isHorizontal ? (uv_interp.x - uv1.x) : (uv_interp.y - uv1.y);
	float distance2 = isHorizontal ? (uv2.x - uv_interp.x) : (uv2.y - uv_interp.y);

	bool isDirection1 = distance1 < distance2;
	float distanceFinal = min(distance1, distance2);

	float edgeThickness = (distance1 + distance2);

	bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;

	bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
	bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;

	bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2;

	float pixelOffset = -distanceFinal / edgeThickness + 0.5;

	float finalOffset = correctVariation ? pixelOffset : 0.0;

	float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);

	float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);
	float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;

	float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * SUBPIXEL_QUALITY;

	finalOffset = max(finalOffset, subPixelOffsetFinal);

	vec2 finalUv = uv_interp;
	if (isHorizontal) {
		finalUv.y += finalOffset * stepLength;
	} else {
		finalUv.x += finalOffset * stepLength;
	}

	vec3 finalColor = textureLod(source_color, finalUv, 0.0).xyz * exposure * params.luminance_multiplier;
	return finalColor;

#endif
}
#endif // !SUBPASS

// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
// This dithering must be applied after encoding changes (linear/nonlinear) have been applied
// as the final step before quantization from floating point to integer values.
vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) {
	// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
	// Removed the time component to avoid passing time into this shader.
	vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
	dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));

	// Subtract 0.5 to avoid slightly brightening the whole viewport.
	// Use a dither strength of 100% rather than the 37.5% suggested by the original source.
	return (dither.rgb - 0.5) / bit_alignment_diviser;
}

void main() {
#ifdef SUBPASS
	// SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer
#ifdef USE_MULTIVIEW
	// In order to ensure the `SpvCapabilityMultiView` is included in the SPIR-V capabilities, gl_ViewIndex must
	// be read in the shader. Without this, transpilation to Metal fails to include the multi-view variant.
	uint vi = ViewIndex;
#endif
	vec4 color = subpassLoad(input_color);
#elif defined(USE_MULTIVIEW)
	vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);
#else
	vec4 color = textureLod(source_color, uv_interp, 0.0f);
#endif
	color.rgb *= params.luminance_multiplier;

	// Exposure

	color.rgb *= params.exposure;

#ifndef SUBPASS
	// Single-pass FXAA and pre-tonemap glow.
	if (use_fxaa) {
		// FXAA must be performed before glow to preserve the "bleed" effect of glow.
		color.rgb = do_fxaa(color.rgb, params.exposure, uv_interp);
	}

	if (use_glow && !glow_mode_softlight) {
		vec3 glow = gather_glow() * params.glow_intensity;
		if (use_glow_map) {
			glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
		}

		if (glow_mode_mix) {
			color.rgb = color.rgb * (1.0 - params.glow_intensity) + glow;
		} else {
			color.rgb = apply_glow(color.rgb, glow, params.white);
		}
	}
#endif

	// Tonemap to lower dynamic range.

	color.rgb = apply_tonemapping(color.rgb);

#ifndef SUBPASS
	// Post-tonemap glow.

	if (use_glow && glow_mode_softlight) {
		// Apply soft light after tonemapping to mitigate the issue of discontinuity
		// at 1.0 and higher. This makes the issue only appear with HDR output that
		// can exceed a 1.0 output value.
		vec3 glow = gather_glow() * params.glow_intensity;
		if (use_glow_map) {
			glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
		}
		glow = apply_tonemapping(glow);
		color.rgb = apply_glow(color.rgb, glow, params.white);
	}
#endif

	// Additional effects.

	if (use_bcs) {
		// Apply brightness:
		// Apply to relative luminance. This ensures that the hue and saturation of
		// colors is not affected by the adjustment, but requires the multiplication
		// to be performed on linear-encoded values.
		color.rgb = color.rgb * params.bcs.x;

		color.rgb = linear_to_srgb(color.rgb);

		// Apply contrast:
		// By applying contrast to RGB values that are perceptually uniform (nonlinear),
		// the darkest values are not hard-clipped as badly, which produces a
		// higher quality contrast adjustment and maintains compatibility with
		// existing projects.
		color.rgb = mix(vec3(0.5), color.rgb, params.bcs.y);

		// Apply saturation:
		// By applying saturation adjustment to nonlinear sRGB-encoded values with
		// even weights the preceived brightness of blues are affected, but this
		// maintains compatibility with existing projects.
		color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * (1.0 / 3.0)), color.rgb, params.bcs.z);

		if (use_color_correction) {
			color.rgb = clamp(color.rgb, vec3(0.0), vec3(1.0));
			color.rgb = apply_color_correction(color.rgb);
			// When using color correction and convert_to_srgb is false, there
			// is no need to convert back to linear because the color correction
			// texture sampling does this for us.
		} else if (!convert_to_srgb) {
			color.rgb = srgb_to_linear(color.rgb);
		}
	} else if (convert_to_srgb) {
		color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
	}

	// Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
	// Otherwise, we're adding noise to an already-quantized image.
	if (deband_8_bit) {
		// Divide by 255 to align to 8-bit quantization.
		color.rgb += screen_space_dither(gl_FragCoord.xy, 255.0);
	} else if (deband_10_bit) {
		// Divide by 1023 to align to 10-bit quantization.
		color.rgb += screen_space_dither(gl_FragCoord.xy, 1023.0);
	}

	frag_color = color;
}