LYGIA Shader Library

uncharted (lygia/color/tonemap/uncharted)

Uncharted 2 tonemapping operator

Use:

<vec3|vec4> tonemapUncharted(<vec3|vec4> x)

Check it on Github


#ifndef FNC_TONEMAPUNCHARTED
#define FNC_TONEMAPUNCHARTED

vec3 uncharted2Tonemap(const vec3 x) {
    const float A = 0.15;
    const float B = 0.50;
    const float C = 0.10;
    const float D = 0.20;
    const float E = 0.02;
    const float F = 0.30;
    return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}

vec3 tonemapUncharted(const vec3 x) {
    const float W = 11.2;
    const float exposureBias = 2.0;
    vec3 curr = uncharted2Tonemap(exposureBias * x);
    vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
    return curr * whiteScale;
}

vec4 tonemapUncharted(const vec4 x) { return vec4( tonemapUncharted(x.rgb), x.a); }
#endif

Use:

<float3|float4> tonemapUncharted(<float3|float4> x)

Check it on Github


#ifndef FNC_TONEMAPUNCHARTED
#define FNC_TONEMAPUNCHARTED

float3 uncharted2Tonemap(const float3 x) {
    const float A = 0.15;
    const float B = 0.50;
    const float C = 0.10;
    const float D = 0.20;
    const float E = 0.02;
    const float F = 0.30;
    return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}

float3 tonemapUncharted(const float3 x) {
    const float W = 11.2;
    const float exposureBias = 2.0;
    float3 curr = uncharted2Tonemap(exposureBias * x);
    float3 whiteScale = 1.0 / uncharted2Tonemap(float3(W, W, W));
    return curr * whiteScale;
}

float4 tonemapUncharted(const float4 x) { return float4( tonemapUncharted(x.rgb), x.a); }
#endif

Use:

<vec3|vec4> tonemapUncharted(<vec3|vec4> x)

Check it on Github


fn uncharted2Tonemap(x: vec3f) -> vec3f {
    const A = 0.15;
    const B = 0.50;
    const C = 0.10;
    const D = 0.20;
    const E = 0.02;
    const F = 0.30;
    return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}

fn tonemapUncharted3(x: vec3f) -> vec3f {
    const W = 11.2;
    const exposureBias = 2.0;
    let curr = uncharted2Tonemap(exposureBias * x);
    let whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
    return curr * whiteScale;
}

fn tonemapUncharted4(x: vec4f) -> vec4f { return vec4f(tonemapUncharted3(x.rgb), x.a); }

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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