diff --git a/doc/classes/VisualShaderNodeColorFunc.xml b/doc/classes/VisualShaderNodeColorFunc.xml index e1f6638767..1af6afc3ef 100644 --- a/doc/classes/VisualShaderNodeColorFunc.xml +++ b/doc/classes/VisualShaderNodeColorFunc.xml @@ -43,11 +43,10 @@ Converts color from linear encoding to nonlinear sRGB encoding using the following formula: [codeblock] - vec3 c = clamp(c, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f))); [/codeblock] - The Compatibility renderer uses a simpler formula: + The Compatibility renderer uses a simpler formula that may produce undefined behavior with negative input values: [codeblock] vec3 c = input; return max(vec3(1.055) * pow(c, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); @@ -59,7 +58,7 @@ vec3 c = input; return mix(pow((c.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), c.rgb * (1.0 / 12.92), lessThan(c.rgb, vec3(0.04045))); [/codeblock] - The Compatibility renderer uses a simpler formula: + The Compatibility renderer uses a simpler formula that behaves poorly with negative input values: [codeblock] vec3 c = input; return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); diff --git a/drivers/gles3/shaders/effects/copy.glsl b/drivers/gles3/shaders/effects/copy.glsl index d6fe865edb..612a05e608 100644 --- a/drivers/gles3/shaders/effects/copy.glsl +++ b/drivers/gles3/shaders/effects/copy.glsl @@ -106,13 +106,13 @@ uniform float aspect_ratio; layout(location = 0) out vec4 frag_color; -// This expects 0-1 range input, outside that range it behaves poorly. +// This approximation expects non-negative input; negative input behaves poorly. vec3 srgb_to_linear(vec3 color) { // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); } -// This expects 0-1 range input. +// This approximation expects non-negative input; negative input is undefined behavior. vec3 linear_to_srgb(vec3 color) { // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); diff --git a/drivers/gles3/shaders/effects/cubemap_filter.glsl b/drivers/gles3/shaders/effects/cubemap_filter.glsl index 6fcb23204d..b798e5fa4a 100644 --- a/drivers/gles3/shaders/effects/cubemap_filter.glsl +++ b/drivers/gles3/shaders/effects/cubemap_filter.glsl @@ -43,10 +43,12 @@ layout(location = 0) out vec4 frag_color; #define M_PI 3.14159265359 // Don't include tonemap_inc.glsl because all we want is these functions, we don't want the uniforms +// This approximation expects non-negative input; negative input is undefined behavior. vec3 linear_to_srgb(vec3 color) { return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); } +// This approximation expects non-negative input; negative input behaves poorly. vec3 srgb_to_linear(vec3 color) { return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); } diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl index b128dce472..eb160a1f17 100644 --- a/drivers/gles3/shaders/tonemap_inc.glsl +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -10,16 +10,15 @@ layout(std140) uniform TonemapData { //ubo:0 int pad3; }; -// This expects 0-1 range input. +// This approximation expects non-negative input; negative input is undefined behavior. vec3 linear_to_srgb(vec3 color) { - //color = clamp(color, vec3(0.0), vec3(1.0)); //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))); // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return max(vec3(1.055) * pow(color, vec3(0.416666667)) - vec3(0.055), vec3(0.0)); } -// This expects 0-1 range input, outside that range it behaves poorly. +// This approximation expects non-negative input; negative input behaves poorly. vec3 srgb_to_linear(vec3 color) { // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index b4ebb3e17a..b45aa362ed 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -3263,7 +3263,7 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade code += " vec3 c = " + p_input_vars[0] + ";\n"; code += " " + p_output_vars[0] + " = max(vec3(1.055) * pow(c, vec3(0.416666667)) - vec3(0.055), vec3(0.0));\n"; } else { - code += " vec3 c = clamp(" + p_input_vars[0] + ", vec3(0.0), vec3(1.0));\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; code += " const vec3 a = vec3(0.055f);\n"; code += " " + p_output_vars[0] + " = mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f)));\n"; } diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index a348bc9904..39382a086e 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -106,8 +106,6 @@ layout(set = 1, binding = 0) uniform sampler2D source_color2; layout(location = 0) out vec4 frag_color; vec3 linear_to_srgb(vec3 color) { - //if going to srgb, clamp from 0 to 1. - color = clamp(color, vec3(0.0), vec3(1.0)); 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))); } @@ -179,6 +177,7 @@ void main() { } if (bool(params.flags & FLAG_SRGB)) { color.rgb = linear_to_srgb(color.rgb); + color.rgb = clamp(color.rgb, vec3(0.0), vec3(1.0)); } if (bool(params.flags & FLAG_ALPHA_TO_ONE)) { color.a = 1.0; diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index 177dab16c7..947941ec49 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -50,8 +50,6 @@ layout(push_constant, std430) uniform Params { params; vec3 linear_to_srgb(vec3 color) { - //if going to srgb, clamp from 0 to 1. - color = clamp(color, vec3(0.0), vec3(1.0)); 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))); } @@ -181,5 +179,5 @@ void main() { #endif - imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0)); + imageStore(screen_buffer, screen_pos, vec4(clamp(linear_to_srgb(light), vec3(0.0), vec3(1.0)), 1.0)); }