log.txt for X-Plane 11.10r3 (build 111014 64-bit) compiled on Dec 5 2017 11:31:47 X-Plane started on Sun Dec 10 11:36:23 2017 This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions. If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications. Windows 10.0 (build 15063/2) This is a 64-bit version of Windows. CPU type: 8664 Physical Memory (total for computer): 17166794752 Maximum Virtual Memory (for X-Plane only): 140737488224256 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 CPU 0: Intel(R) Xeon(R) CPU W3690 @ 3.47GHz Speed (mhz): 3458 X-System folder:'F:\X-Plane 11/', case sensitive=0 WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle OpenGL Vendor : NVIDIA Corporation OpenGL Render : GeForce GTX 1080/PCIe/SSE2 OpenGL Version : 4.6.0 NVIDIA 388.59 (460/0) OpenGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control threaded_avail : 1 aniso_avail : 1 timer_avail : 1 sync/fence : 1 pbo_avail : 1 frameblit_avail : 1 framebuffer_msaa : 1 gpu_shad4_avail : 1 shad_lod_avail : 1 array_tex_avail : 1 texture_rg : 1 tex_float_avail : 1 seamless_avail : 1 drawbuf2_avail : 1 packed_stencil : 1 framebuffer_srgb : 1 copy_buf_avail : 1 ubo_avail : 1 gshader_avail : 1 base_vert_avail : 1 tex_multi_avail : 1 instance_avail : 1 tess_avail : 1 viewport_arr : 1 tex_storage : 1 buf_storage : 1 pinned_avail : 0 debug_avail : 1 max tex units : 32 (32/8) max iso filtering: 16.000000 max texture size : 32768 (hardware limit) max point size : 189.875000 idx in vram : 1 GLSL Version :4.60 NVIDIA/460 (16/4096/124/192/32/4096/4096/65536) This video card is: DX10 or 11 - With instancing (found glMapBufferRange) CPU count : 12 =====Resources/shaders/legacy.glsl===== (prefix: #define APL 0 #define IBM 1 #define LIN 0 #define MOBILE 0 #define HAS_SRGB 1 #define HAS_SHADER_LOD 1 #define HAS_UBO 1 #define HAS_ARRAY_TEX 1 #define HAS_TEX_RG 1 #define HAS_TESS 1 #define HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY 1 #define HAS_GSHADER 0 #define FOG 0 #define NUM_TU 1 #define GAMMA 1 #define LIT 0 #define TONE_MAPPING 0 #define ALPHA_TEST 0 end prefix) 0(106) : warning C7547: extension GL_ARB_tessellation_shader not supported in profile gp5vp 0(132) : error C0105: Syntax error in #define 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(13) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(24) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(32) : warning C7555: 'attribute' is deprecated, use 'in/out' instead =====Resources/shaders/legacy.glsl+Resources/shaders/legacy.glsl===== (prefix: #define APL 0 #define IBM 1 #define LIN 0 #define MOBILE 0 #define HAS_SRGB 1 #define HAS_SHADER_LOD 1 #define HAS_UBO 1 #define HAS_ARRAY_TEX 1 #define HAS_TEX_RG 1 #define HAS_TESS 1 #define HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY 1 #define HAS_GSHADER 0 #define FOG 0 #define NUM_TU 1 #define GAMMA 1 #define LIT 0 #define TONE_MAPPING 0 #define ALPHA_TEST 0 end prefix) Vertex info ----------- 0(106) : warning C7547: extension GL_ARB_tessellation_shader not supported in profile gp5vp 0(132) : error C0105: Syntax error in #define 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(13) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(24) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(25) : warning C7555: 'attribute' is deprecated, use 'in/out' instead 0(32) : warning C7555: 'attribute' is deprecated, use 'in/out' instead (0) : error C2003: incompatible options for link Fragment info ------------- 0(107) : warning C7547: extension GL_ARB_tessellation_shader not supported in profile gp5fp 0(9) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(13) : warning C7555: 'varying' is deprecated, use 'in/out' instead SHADER SOURCE FOR VERTEX SHADER: Resources/shaders/legacy.glsl #version 150 compatibility #extension GL_AMD_vertex_shader_viewport_index : enable uniform int uViewportTarget; uniform mat4 uStereoOffsets[2]; #define VSHADER 1 #define GSHADER 0 #define FSHADER 0 #define TCSHADER 0 #define TESHADER 0 #define APL 0 #define IBM 1 #define LIN 0 #define MOBILE 0 #define HAS_SRGB 1 #define HAS_SHADER_LOD 1 #define HAS_UBO 1 #define HAS_ARRAY_TEX 1 #define HAS_TEX_RG 1 #define HAS_TESS 1 #define HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY 1 #define HAS_GSHADER 0 #define FOG 0 #define NUM_TU 1 #define GAMMA 1 #define LIT 0 #define TONE_MAPPING 0 #define ALPHA_TEST 0 #ifndef HAS_CORE #define HAS_CORE 0 #endif #if __VERSION__ >= 130 // For everything MODERN we support, use the "new" generic texture function names. texture() has no macro // arguments because the bias parameter is optional. We define the old GPU shader4 specific types to generic // because we can't macro the other way. // This case covers GLSL 130 (various Intel GPUs), GLSL 150 + arb compatibility (modern red and green team // drivers on Win/Lin) and GLSL 150 ("core" profile, still experimental) #define texture2D texture #define texture2DArray texture #define texture2DProj(a,b) textureProj(a,b) #define texture2DGrad(a,b,c,d) textureGrad(a,b,c,d) #define texture2DLod(a,b,c) textureLod(a,b,c) #define texture2DArrayLod(a,b,c) textureLod(a,b,c) #define shadow2D(a,b) vec4(texture(a,b)) #define shadow2DArray(a,b) vec4(texture(a,b)) #define shadow2DGrad(a,b,c,d) vec4(textureGrad(a,b,c,d)) #define shadow2DArrayGrad(a,b,c,d) vec4(textureGrad(a,b,c,d)) #elif defined(GL_EXT_gpu_shader4) // On OS X legacy profile we're stuck at GLSL 120 + a ton of extensions. Grab GPU_shader4 - if we don't have // that we are missing a TON of stuff we need. Then cope with the quirk of uint missing. // Note that for all practical purposes we expect to ONLY hit this case on OS X. #extension GL_EXT_gpu_shader4 : enable #define uint unsigned int #else // Back in the day we supported even OLDER skankier stuff, but no need now - every supported GPU // we support is at least GPU_shader4 (which matches shader model 4.0, which is in DX10) - because // DX10 is a MANDATORY level of hw for XP11. So we can just pumt out. This is convenient because // GPU_shader4 gets us gradients and texture arrays. #error we require GLSL 130 or GLSL 120 + GPU_shader4 #endif #if HAS_CORE #define texture3D texture #define textureCubeLod textureLod #endif // Opt into a bunch of useful stuff we want. #if HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY #if defined(GL_ARB_shader_viewport_layer_array) #extension GL_ARB_shader_viewport_layer_array : enable #define STD_BROADCAST \ gl_ViewportIndex = gl_InstanceID % u_viewport_count; \ gl_Layer = gl_InstanceID % u_layer_count; #define HAS_BROADCAST 1 #else #extension GL_AMD_vertex_shader_layer : enable #extension GL_AMD_vertex_shader_viewport_index : enable #define STD_BROADCAST \ gl_ViewportIndex = gl_InstanceID % u_viewport_count; \ gl_Layer = gl_InstanceID % u_layer_count; #define HAS_BROADCAST 1 #endif #else #define STD_BROADCAST #define HAS_BROADCAST 0 #endif #if defined(GL_ARB_gpu_shader5) #extension GL_ARB_gpu_shader5 : enable #endif #if HAS_UBO && !HAS_CORE #extension GL_ARB_uniform_buffer_object : enable #endif #if HAS_TESS && !HAS_CORE #extension GL_ARB_tessellation_shader : enable #endif // This is a hack-around for a broken mat3 cast in some version of the GLSL // compiler on OS X. Tragically I didn't note WHICH version has the bug. TODO in // v11: confirm that on our new minimum OS (10.9? 10.10?) this isn't needed. mat3 mat3_cast(mat4 m) { return mat3(m[0].xyz,m[1].xyz,m[2].xyz); } #define mat3(X) mat3_cast(X) #ifndef USE_UBOS #define USE_UBOS 0 #endif #if VSHADER #if !HAS_BROADCAST || !HAS_UBO #define u_modelview_matrix modelview_matrix #define (uStereoOffsets[uViewportTarget] * u_mvp_matrix) mvp_matrix #define u_projection_matrix projection_matrix #define u_modelview_inverse modelview_inverse #else #define u_modelview_matrix modelview_matrix[gl_InstanceID % u_transform_count] #define (uStereoOffsets[uViewportTarget] * u_mvp_matrix) mvp_matrix[gl_InstanceID % u_transform_count] #define u_projection_matrix projection_matrix[gl_InstanceID % u_transform_count] #define u_modelview_inverse modelview_inverse[gl_InstanceID % u_transform_count] #endif #endif layout(std140) uniform u_transform { int u_viewport_count; int u_layer_count; int u_transform_count; vec3 u_mv_offset; mat4 modelview_matrix[6]; mat4 modelview_inverse[6]; mat4 projection_matrix[6]; mat4 mvp_matrix[6]; }; #line 1 #ifndef SRGB_DEFINED #define SRGB_DEFINED #if HAS_SRGB vec3 to_srgb(vec3 lin) { return mix( 1.055 * pow(lin,vec3(0.41666)) - 0.055, 12.92 * lin, vec3(lessThanEqual(lin,vec3(0.0031308)))); } vec3 to_linear(vec3 srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),vec3(2.4)), srgb * (1.0 / 12.92), vec3(lessThanEqual(srgb,vec3(0.04045)))); } float to_srgb(float lin) { return mix( 1.055 * pow(lin,0.41666) - 0.055, 12.92 * lin, lin <= 0.0031308 ? 1.0 : 0.0); } float to_linear(float srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),2.4), srgb * (1.0 / 12.92), srgb <= 0.04045 ? 1.0 : 0.0); } #else vec3 to_linear(vec3 srgb) { return pow(srgb,vec3(2.2)); } vec3 to_srgb(vec3 lin) { return pow(lin,vec3(0.454545)); } float to_linear(float srgb) { return pow(srgb,2.2); } float to_srgb(float lin) { return pow(lin,0.454545); } #endif #endif /* SRGB_DEFINED */ #if TONE_MAPPING #line 1 #ifndef WANT_LIGHTMETER #define WANT_LIGHTMETER 0 #endif #line 1 #ifndef SRGB_DEFINED #define SRGB_DEFINED #if HAS_SRGB vec3 to_srgb(vec3 lin) { return mix( 1.055 * pow(lin,vec3(0.41666)) - 0.055, 12.92 * lin, vec3(lessThanEqual(lin,vec3(0.0031308)))); } vec3 to_linear(vec3 srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),vec3(2.4)), srgb * (1.0 / 12.92), vec3(lessThanEqual(srgb,vec3(0.04045)))); } float to_srgb(float lin) { return mix( 1.055 * pow(lin,0.41666) - 0.055, 12.92 * lin, lin <= 0.0031308 ? 1.0 : 0.0); } float to_linear(float srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),2.4), srgb * (1.0 / 12.92), srgb <= 0.04045 ? 1.0 : 0.0); } #else vec3 to_linear(vec3 srgb) { return pow(srgb,vec3(2.2)); } vec3 to_srgb(vec3 lin) { return pow(lin,vec3(0.454545)); } float to_linear(float srgb) { return pow(srgb,2.2); } float to_srgb(float lin) { return pow(lin,0.454545); } #endif #endif /* SRGB_DEFINED */ #line 8 #if !defined(VSHADER_TONE_ONLY) #if HAS_TESS && VSHADER out float v_tonemap_gain; #elif HAS_TESS && FSHADER in float v_tonemap_gain; #elif VSHADER || FSHADER varying float v_tonemap_gain; #elif TCSHADER in float v_tonemap_gain[]; out float v_tonemap_gain_tess[]; #elif TESHADER in float v_tonemap_gain_tess[]; out float v_tonemap_gain; #endif #endif uniform sampler2D u_tex_tone; #define bias 0.75 #if WANT_LIGHTMETER varying vec2 amp_meter; #endif #if USE_UBOS #if TONE_MODE == MODE_TONE_DYNAMIC #define tonemap_gain u_tonemap_gain #else #define tonemap_gain vec4(0, 0, 0, 3.2) #endif #else uniform vec4 u_tonemap_gain; #define tonemap_gain u_tonemap_gain #endif float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; vec3 W = vec3(3.2); vec3 Uncharted2Tonemap(vec3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } float R_white = 3.0; vec3 Reinhard(vec3 L) { vec3 num = L * (L/(R_white*R_white) + 1.0); vec3 den = L + 1.0; return num/den; } // If we are going to tone map using Alex's epic equation, // go to sRGB-ish space first; his stuff is tuned to sRGB, // not linear. void tone_map_uncharted(inout vec3 rgb, in float gain) { // dumb clamping // rgb = clamp(rgb,0.0,1.0); // naive coolor Reinhardt - needs srgb // rgb = Reinhard(rgb); // Dawson - no srgb // vec3 x = max(rgb-0.004,0.0); // rgb = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06); // uncharted 2 float ExposureBias = gain; vec3 curr = Uncharted2Tonemap(ExposureBias*rgb); vec3 whiteScale = 1.0f/Uncharted2Tonemap(vec3(tonemap_gain.w)); rgb = curr*whiteScale; } void tone_map_gifford(inout vec3 rgb, in float gain) { // rgb = to_srgb(rgb); vec3 blend_rat = pow(clamp(rgb,0.0,1.0),vec3(bias)); rgb = mix(rgb,1.0 - pow(clamp(1.0 - rgb,0.0,1.0), vec3(gain)),blend_rat); } #if VSHADER #if !defined(VSHADER_TONE_ONLY) void calc_light_meter() { // Tone mapping light meter. // This samples the dynamic exposure texture (a 1x1 result of much copying) // and figures out how much gain to apply. Hoisted up into the vertex shader // to cut ops out of fragment processing - the tone map levels do not vary // by frame position!! // The light meter texture contains the _immediate_ brightness in "r" and // a blended value in "g" - the result is that g assymptotically r. // By sampling the max of both, we take the brighter of what we see now or // what we did see, for a fast adjustment when things get bright but slow // adjustment when things get dim. vec2 light_meter_raw = texture2DLod(u_tex_tone,vec2(0.5,0.5),0).rg; float overall_color = max(light_meter_raw.r,light_meter_raw.g); float amp = (overall_color); float amp_lim = clamp(amp,tonemap_gain.y,tonemap_gain.z); float total_gain = tonemap_gain.x / amp_lim; v_tonemap_gain = total_gain; #if WANT_LIGHTMETER amp_meter = vec2(amp,amp_lim); #endif } #endif void vshader_tone_map(inout vec3 rgb) { vec2 light_meter_raw = texture2DLod(u_tex_tone,vec2(0.5,0.5),0).rg; float overall_color = max(light_meter_raw.r,light_meter_raw.g); float amp = (overall_color); float amp_lim = clamp(amp,tonemap_gain.y,tonemap_gain.z); float total_gain = tonemap_gain.x / amp_lim; tone_map_uncharted(rgb, total_gain); } void vshader_tone_map_srgb(inout vec3 rgb) { rgb = to_linear(rgb); vshader_tone_map(rgb); rgb = to_srgb(rgb); } #endif #if FSHADER && !defined(VSHADER_TONE_ONLY) void tone_map(inout vec3 rgb) { tone_map_uncharted(rgb, v_tonemap_gain); // And now...Alex's epic equation. v_tonemap_gain is a gain // ratio (e.g. 1.0 is unity) and bias is a fixed constant // for where in the brightness curve we start to squash. // Generally lower biases squash lower brightness levels and // as a result make tings more, um, "crispy". // Light meter code - just for debugging - not particularly // well optimized. #if WANT_LIGHTMETER if(v_texcoord0.t < 0.05) { float total_gain_log = log2(v_tonemap_gain); float amp_percent = (total_gain_log / 16.0) + 0.5; float pixel_pos = v_texcoord0.s; if(amp_percent < 0.5) { if(amp_percent > pixel_pos) rgb = vec3(1,0,0); } else { if(amp_percent > pixel_pos) rgb = vec3(0,1,0); } } else if (v_texcoord0.t < 0.1) { float amp_log = log2(amp_meter.x); float amp_lim_log = log2(amp_meter.y); float meter_percent = (amp_log / 16.0) + 0.5; float pixel_pos = v_texcoord0.s; if(amp_lim_log != amp_log) { if(meter_percent > pixel_pos) rgb = vec3(1,0,0); } else { if(meter_percent > pixel_pos) rgb = vec3(0,1,0); } } #endif } void tone_map_srgb(inout vec3 rgb) { rgb = to_linear(rgb); tone_map(rgb); rgb = to_srgb(rgb); } void tone_map_srgb_to_linear(inout vec3 rgb) { rgb = to_linear(rgb); tone_map(rgb); } void tone_map_linear_to_srgb(inout vec3 rgb) { tone_map(rgb); rgb = to_srgb(rgb); } #endif #endif #line 6 varying vec4 v_color; #if NUM_TU > 0 varying vec2 v_texcoord0; #endif #if NUM_TU > 1 varying vec2 v_texcoord1; #endif #if FOG varying float v_fog; #endif #if VSHADER attribute vec4 a_vertex; attribute vec4 a_color; #if LIT attribute vec3 a_normal; #endif #if NUM_TU > 0 attribute vec2 a_texcoord0; #endif #if NUM_TU > 1 attribute vec2 a_texcoord1; #endif void main (void) { STD_BROADCAST gl_Position = (uStereoOffsets[uViewportTarget] * u_mvp_matrix) * (a_vertex - vec4(u_mv_offset,0.0)); gl_ViewportIndex = uViewportTarget; #if !HAS_CORE gl_ClipVertex = u_modelview_matrix * (a_vertex - vec4(u_mv_offset,0.0)); #endif #if LIT && GAMMA && !HAS_CORE vec3 normal_eye = mat3(u_modelview_matrix) * a_normal; v_color.rgb = /*to_srgb*/(a_color.rgb) * gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal_eye, gl_LightSource[0].position.xyz)); v_color.a = a_color.a; #elif LIT && !HAS_CORE vec3 normal_eye = mat3(u_modelview_matrix) * a_normal; v_color.rgb = a_color.rgb * gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal_eye, gl_LightSource[0].position.xyz)); v_color.a = a_color.a; #else v_color = a_color; #endif #if NUM_TU > 0 v_texcoord0 = a_texcoord0.st; #endif #if NUM_TU > 1 v_texcoord1 = a_texcoord1.st; #endif #if FOG && !HAS_CORE float eye_z = (u_modelview_matrix * (a_vertex - vec4(u_mv_offset,0.0))).z; v_fog = (gl_Fog.end + eye_z) * gl_Fog.scale; #endif #if TONE_MAPPING calc_light_meter(); #endif } #endif #if FSHADER uniform sampler2D u_tex0; uniform sampler2D u_tex1; // uniform sampler2D u_dither; void main() { #if GAMMA && LIT #if NUM_TU == 0 gl_FragColor = v_color; #elif NUM_TU == 1 vec4 tex = texture2D(u_tex0, v_texcoord0); gl_FragColor = v_color * vec4((tex.rgb),tex.a); #elif NUM_TU == 2 vec4 tex = texture2D(u_tex0, v_texcoord0) * texture2D(u_tex1,v_texcoord1); gl_FragColor = v_color * vec4((tex.rgb),tex.a); #endif #else #if NUM_TU == 0 gl_FragColor = v_color; #elif NUM_TU == 1 gl_FragColor = v_color * texture2D(u_tex0, v_texcoord0); #elif NUM_TU == 2 gl_FragColor = v_color * texture2D(u_tex0, v_texcoord0) * texture2D(u_tex1, v_texcoord1); #endif #endif // "test mode" - equiv is > 0 #if ALPHA_TEST == 1 if(gl_FragColor.a == 0.0) discard; #endif // "keep solid mode" - equiv is >= 1 #if ALPHA_TEST == 2 if(gl_FragColor.a != 1.0) discard; #endif // float dither = texture2D(u_dither, gl_FragCoord.xy * 0.125).a; // gl_FragColor.rgb += (dither - 0.5) * 0.0078431372549; #if GAMMA gl_FragColor.rgb = to_linear(gl_FragColor.rgb); #endif #if FOG && !HAS_CORE gl_FragColor.rgb = mix(gl_Fog.color.rgb,gl_FragColor.rgb, clamp(v_fog,0.0,1.0)); #endif #if TONE_MAPPING tone_map_srgb(gl_FragColor.rgb); #endif } #endif SHADER SOURCE FOR FRAGMENT SHADER: Resources/shaders/legacy.glsl #version 150 compatibility uniform vec2 uFiScreenSize; uniform vec2 uFiScreenInv; uniform int uViewportTarget; uniform float uEyeShift; #define VSHADER 0 #define GSHADER 0 #define FSHADER 1 #define TCSHADER 0 #define TESHADER 0 #define APL 0 #define IBM 1 #define LIN 0 #define MOBILE 0 #define HAS_SRGB 1 #define HAS_SHADER_LOD 1 #define HAS_UBO 1 #define HAS_ARRAY_TEX 1 #define HAS_TEX_RG 1 #define HAS_TESS 1 #define HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY 1 #define HAS_GSHADER 0 #define FOG 0 #define NUM_TU 1 #define GAMMA 1 #define LIT 0 #define TONE_MAPPING 0 #define ALPHA_TEST 0 #ifndef HAS_CORE #define HAS_CORE 0 #endif #if __VERSION__ >= 130 // For everything MODERN we support, use the "new" generic texture function names. texture() has no macro // arguments because the bias parameter is optional. We define the old GPU shader4 specific types to generic // because we can't macro the other way. // This case covers GLSL 130 (various Intel GPUs), GLSL 150 + arb compatibility (modern red and green team // drivers on Win/Lin) and GLSL 150 ("core" profile, still experimental) #define texture2D texture #define texture2DArray texture #define texture2DProj(a,b) textureProj(a,b) #define texture2DGrad(a,b,c,d) textureGrad(a,b,c,d) #define texture2DLod(a,b,c) textureLod(a,b,c) #define texture2DArrayLod(a,b,c) textureLod(a,b,c) #define shadow2D(a,b) vec4(texture(a,b)) #define shadow2DArray(a,b) vec4(texture(a,b)) #define shadow2DGrad(a,b,c,d) vec4(textureGrad(a,b,c,d)) #define shadow2DArrayGrad(a,b,c,d) vec4(textureGrad(a,b,c,d)) #elif defined(GL_EXT_gpu_shader4) // On OS X legacy profile we're stuck at GLSL 120 + a ton of extensions. Grab GPU_shader4 - if we don't have // that we are missing a TON of stuff we need. Then cope with the quirk of uint missing. // Note that for all practical purposes we expect to ONLY hit this case on OS X. #extension GL_EXT_gpu_shader4 : enable #define uint unsigned int #else // Back in the day we supported even OLDER skankier stuff, but no need now - every supported GPU // we support is at least GPU_shader4 (which matches shader model 4.0, which is in DX10) - because // DX10 is a MANDATORY level of hw for XP11. So we can just pumt out. This is convenient because // GPU_shader4 gets us gradients and texture arrays. #error we require GLSL 130 or GLSL 120 + GPU_shader4 #endif #if HAS_CORE #define texture3D texture #define textureCubeLod textureLod #endif // Opt into a bunch of useful stuff we want. #if HAS_AMD_SHADER_VIEWPORT_LAYER_ARRAY #if defined(GL_ARB_shader_viewport_layer_array) #extension GL_ARB_shader_viewport_layer_array : enable #define STD_BROADCAST \ gl_ViewportIndex = gl_InstanceID % u_viewport_count; \ gl_Layer = gl_InstanceID % u_layer_count; #define HAS_BROADCAST 1 #else #extension GL_AMD_vertex_shader_layer : enable #extension GL_AMD_vertex_shader_viewport_index : enable #define STD_BROADCAST \ gl_ViewportIndex = gl_InstanceID % u_viewport_count; \ gl_Layer = gl_InstanceID % u_layer_count; #define HAS_BROADCAST 1 #endif #else #define STD_BROADCAST #define HAS_BROADCAST 0 #endif #if defined(GL_ARB_gpu_shader5) #extension GL_ARB_gpu_shader5 : enable #endif #if HAS_UBO && !HAS_CORE #extension GL_ARB_uniform_buffer_object : enable #endif #if HAS_TESS && !HAS_CORE #extension GL_ARB_tessellation_shader : enable #endif // This is a hack-around for a broken mat3 cast in some version of the GLSL // compiler on OS X. Tragically I didn't note WHICH version has the bug. TODO in // v11: confirm that on our new minimum OS (10.9? 10.10?) this isn't needed. mat3 mat3_cast(mat4 m) { return mat3(m[0].xyz,m[1].xyz,m[2].xyz); } #define mat3(X) mat3_cast(X) #ifndef USE_UBOS #define USE_UBOS 0 #endif #if VSHADER #if !HAS_BROADCAST || !HAS_UBO #define u_modelview_matrix modelview_matrix #define u_mvp_matrix mvp_matrix #define u_projection_matrix projection_matrix #define u_modelview_inverse modelview_inverse #else #define u_modelview_matrix modelview_matrix[gl_InstanceID % u_transform_count] #define u_mvp_matrix mvp_matrix[gl_InstanceID % u_transform_count] #define u_projection_matrix projection_matrix[gl_InstanceID % u_transform_count] #define u_modelview_inverse modelview_inverse[gl_InstanceID % u_transform_count] #endif #endif layout(std140) uniform u_transform { int u_viewport_count; int u_layer_count; int u_transform_count; vec3 u_mv_offset; mat4 modelview_matrix[6]; mat4 modelview_inverse[6]; mat4 projection_matrix[6]; mat4 mvp_matrix[6]; }; #line 1 #ifndef SRGB_DEFINED #define SRGB_DEFINED #if HAS_SRGB vec3 to_srgb(vec3 lin) { return mix( 1.055 * pow(lin,vec3(0.41666)) - 0.055, 12.92 * lin, vec3(lessThanEqual(lin,vec3(0.0031308)))); } vec3 to_linear(vec3 srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),vec3(2.4)), srgb * (1.0 / 12.92), vec3(lessThanEqual(srgb,vec3(0.04045)))); } float to_srgb(float lin) { return mix( 1.055 * pow(lin,0.41666) - 0.055, 12.92 * lin, lin <= 0.0031308 ? 1.0 : 0.0); } float to_linear(float srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),2.4), srgb * (1.0 / 12.92), srgb <= 0.04045 ? 1.0 : 0.0); } #else vec3 to_linear(vec3 srgb) { return pow(srgb,vec3(2.2)); } vec3 to_srgb(vec3 lin) { return pow(lin,vec3(0.454545)); } float to_linear(float srgb) { return pow(srgb,2.2); } float to_srgb(float lin) { return pow(lin,0.454545); } #endif #endif /* SRGB_DEFINED */ #if TONE_MAPPING #line 1 #ifndef WANT_LIGHTMETER #define WANT_LIGHTMETER 0 #endif #line 1 #ifndef SRGB_DEFINED #define SRGB_DEFINED #if HAS_SRGB vec3 to_srgb(vec3 lin) { return mix( 1.055 * pow(lin,vec3(0.41666)) - 0.055, 12.92 * lin, vec3(lessThanEqual(lin,vec3(0.0031308)))); } vec3 to_linear(vec3 srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),vec3(2.4)), srgb * (1.0 / 12.92), vec3(lessThanEqual(srgb,vec3(0.04045)))); } float to_srgb(float lin) { return mix( 1.055 * pow(lin,0.41666) - 0.055, 12.92 * lin, lin <= 0.0031308 ? 1.0 : 0.0); } float to_linear(float srgb) { return mix( pow(srgb * (1.0/1.055f) + (0.055f/1.055),2.4), srgb * (1.0 / 12.92), srgb <= 0.04045 ? 1.0 : 0.0); } #else vec3 to_linear(vec3 srgb) { return pow(srgb,vec3(2.2)); } vec3 to_srgb(vec3 lin) { return pow(lin,vec3(0.454545)); } float to_linear(float srgb) { return pow(srgb,2.2); } float to_srgb(float lin) { return pow(lin,0.454545); } #endif #endif /* SRGB_DEFINED */ #line 8 #if !defined(VSHADER_TONE_ONLY) #if HAS_TESS && VSHADER out float v_tonemap_gain; #elif HAS_TESS && FSHADER in float v_tonemap_gain; #elif VSHADER || FSHADER varying float v_tonemap_gain; #elif TCSHADER in float v_tonemap_gain[]; out float v_tonemap_gain_tess[]; #elif TESHADER in float v_tonemap_gain_tess[]; out float v_tonemap_gain; #endif #endif uniform sampler2D u_tex_tone; #define bias 0.75 #if WANT_LIGHTMETER varying vec2 amp_meter; #endif #if USE_UBOS #if TONE_MODE == MODE_TONE_DYNAMIC #define tonemap_gain u_tonemap_gain #else #define tonemap_gain vec4(0, 0, 0, 3.2) #endif #else uniform vec4 u_tonemap_gain; #define tonemap_gain u_tonemap_gain #endif float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; vec3 W = vec3(3.2); vec3 Uncharted2Tonemap(vec3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } float R_white = 3.0; vec3 Reinhard(vec3 L) { vec3 num = L * (L/(R_white*R_white) + 1.0); vec3 den = L + 1.0; return num/den; } // If we are going to tone map using Alex's epic equation, // go to sRGB-ish space first; his stuff is tuned to sRGB, // not linear. void tone_map_uncharted(inout vec3 rgb, in float gain) { // dumb clamping // rgb = clamp(rgb,0.0,1.0); // naive coolor Reinhardt - needs srgb // rgb = Reinhard(rgb); // Dawson - no srgb // vec3 x = max(rgb-0.004,0.0); // rgb = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06); // uncharted 2 float ExposureBias = gain; vec3 curr = Uncharted2Tonemap(ExposureBias*rgb); vec3 whiteScale = 1.0f/Uncharted2Tonemap(vec3(tonemap_gain.w)); rgb = curr*whiteScale; } void tone_map_gifford(inout vec3 rgb, in float gain) { // rgb = to_srgb(rgb); vec3 blend_rat = pow(clamp(rgb,0.0,1.0),vec3(bias)); rgb = mix(rgb,1.0 - pow(clamp(1.0 - rgb,0.0,1.0), vec3(gain)),blend_rat); } #if VSHADER #if !defined(VSHADER_TONE_ONLY) void calc_light_meter() { // Tone mapping light meter. // This samples the dynamic exposure texture (a 1x1 result of much copying) // and figures out how much gain to apply. Hoisted up into the vertex shader // to cut ops out of fragment processing - the tone map levels do not vary // by frame position!! // The light meter texture contains the _immediate_ brightness in "r" and // a blended value in "g" - the result is that g assymptotically r. // By sampling the max of both, we take the brighter of what we see now or // what we did see, for a fast adjustment when things get bright but slow // adjustment when things get dim. vec2 light_meter_raw = texture2DLod(u_tex_tone,vec2(0.5,0.5),0).rg; float overall_color = max(light_meter_raw.r,light_meter_raw.g); float amp = (overall_color); float amp_lim = clamp(amp,tonemap_gain.y,tonemap_gain.z); float total_gain = tonemap_gain.x / amp_lim; v_tonemap_gain = total_gain; #if WANT_LIGHTMETER amp_meter = vec2(amp,amp_lim); #endif } #endif void vshader_tone_map(inout vec3 rgb) { vec2 light_meter_raw = texture2DLod(u_tex_tone,vec2(0.5,0.5),0).rg; float overall_color = max(light_meter_raw.r,light_meter_raw.g); float amp = (overall_color); float amp_lim = clamp(amp,tonemap_gain.y,tonemap_gain.z); float total_gain = tonemap_gain.x / amp_lim; tone_map_uncharted(rgb, total_gain); } void vshader_tone_map_srgb(inout vec3 rgb) { rgb = to_linear(rgb); vshader_tone_map(rgb); rgb = to_srgb(rgb); } #endif #if FSHADER && !defined(VSHADER_TONE_ONLY) void tone_map(inout vec3 rgb) { tone_map_uncharted(rgb, v_tonemap_gain); // And now...Alex's epic equation. v_tonemap_gain is a gain // ratio (e.g. 1.0 is unity) and bias is a fixed constant // for where in the brightness curve we start to squash. // Generally lower biases squash lower brightness levels and // as a result make tings more, um, "crispy". // Light meter code - just for debugging - not particularly // well optimized. #if WANT_LIGHTMETER if(v_texcoord0.t < 0.05) { float total_gain_log = log2(v_tonemap_gain); float amp_percent = (total_gain_log / 16.0) + 0.5; float pixel_pos = v_texcoord0.s; if(amp_percent < 0.5) { if(amp_percent > pixel_pos) rgb = vec3(1,0,0); } else { if(amp_percent > pixel_pos) rgb = vec3(0,1,0); } } else if (v_texcoord0.t < 0.1) { float amp_log = log2(amp_meter.x); float amp_lim_log