ludic/packages/ludic.render3d/post.ludic
Orkuncakilkaya cc89fc37a4 feat(lang): strict numbers in float files; render3d on float
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.

render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:13:25 +03:00

461 lines
21 KiB
Text

# ============================================================================
# post.ludic — the HDR frame and what happens to it: a 16-bit float scene
# target, a mip-chain bloom (13-tap down, tent up), and the tonemap composite
# (exposure, ACES, vignette, saturation, contrast, dither) to the screen.
# ============================================================================
const BLOOM_LEVELS: int = 6
var post_hdr: Target = null
var post_ms_fbo: int = 0 # 4x multisampled scene target, resolved into post_hdr
var post_ms_samples: int = 1 # temporal AA carries the edges; R3D_MSAA=n to compare
var post_bloom: []Target = null
var post_p_down: int = 0
var post_p_up: int = 0
var post_p_tone: int = 0
var post_fs: Mesh = null
var post_exposure: float = 0.0
var post_bloom_strength: int = 0
var post_vignette: float = 0.0
var post_saturation: float = 0.0
var post_contrast: float = 0.0
var post_w: int = 0
var post_h: int = 0
var post_auto: bool = true
var post_key: float = 0.0 # target mean luminance after exposure (float bits)
var post_lum: words = null
var post_mips: int = 0
var post_adapt: float = 0.0 # smoothed exposure (float bits)
var post_exposure_max: float = 20.0 # 20: the ceiling auto-exposure may reach (night lowers it)
# ---- the grade ------------------------------------------------------------------------------
# White balance, the shadows' floor and the highlights' gain. These were nine literals bound at
# the draw, so the game had the same colour at seven in the morning as at one in the afternoon -
# every knob a grade needs, and no hand on any of them. daylight.ludic owns them now and writes
# them from the sun's own elevation; the values here are what they used to be hard-coded to, so a
# program that never starts a day looks exactly as it did.
# They are plain ints rather than a v3 on purpose: a grade is written by daylight_set, which can
# run before post_init has allocated anything, and nine ints cannot be null.
var post_wb_r: float = 1.02 # 1.02
var post_wb_g: float = 1.0 # 1.0
var post_wb_b: float = 0.97 # 0.97
var post_lift_r: float = 0.004 # 0.004
var post_lift_g: float = 0.004 # 0.004
var post_lift_b: float = 0.012 # 0.012
var post_gain_r: float = 0.99 # 0.99
var post_gain_g: float = 0.995 # 0.995
var post_gain_b: float = 1.0 # 1.0
var post_ao: Target = null
var post_ao_blur: Target = null
var post_p_ao: int = 0
var post_p_ao_blur: int = 0
var post_ao_radius: float = 0.0
var post_contact: float = 1.25 # 1.25: how hard a thing is darkened where it meets the ground
var post_ao_intensity: float = 0.0
var post_ao_strength: float = 0.0
var post_gi_strength: float = 0.4 # 0.4
var post_no_gi: bool = false
var post_ldr: Target = null
var post_depth_copy: Target = null
# ---- volumetric light ----------------------------------------------------------------------
# Half resolution on purpose: in-scattered light is smooth, a shaft has no sharp edge, and the
# march is the whole cost of the pass. post_vol_steps is the quality dial; 0 switches it off
# and the pass is skipped entirely rather than run at one step.
var post_vol: Target = null
var post_p_vol: int = 0
var post_vol_steps: float = 24.0 # 24
var post_vol_density: float = 0.002 # 0.002
var post_vol_falloff: float = 0.005 # 0.005
var post_vol_far: float = 800.0 # 800 m
var post_vol_g: float = 0.6 # 0.6: air throws light forward
var post_vol_mist: float = 0.0 # the day sets these two
var post_vol_mist_h: float = 40.0 # 40 m
var post_prev: Target = null # last frame's scene colour, for the SSGI bounce only
var post_scene: Target = null # this frame's scene colour before the water, for refraction
var post_frame: int = 0
var post_color_w: int = 0 # its size: the display's when DLSS upscaled it
var post_color_h: int = 0
var post_color: int = 0 # the HDR colour the rest of post reads # the resolved depth, copied so passes can read it while drawing into the frame
var post_p_sharp: int = 0
# Spatial anti-aliasing, in the sharpen pass because that pass already reads this pixel's
# neighbourhood and runs last on the LDR image. 1 on, 0 off; the game's setting drives it.
var post_fxaa: float = 1.0
# ---- depth of field ------------------------------------------------------------------------
# Off in ordinary play - the pass is skipped whole, not run at zero radius. The game turns it on
# behind the viewfinder and says what to focus on.
var post_p_dof: int = 0
var post_dof: Target = null
var post_dof_focus: float = 10.0 # 10 m
var post_dof_aperture: float = 0.0 # 0 = no lens, and no pass
var post_dof_max: float = 12.0 # 12 px
var post_p_tone_hdr: int = 0 # the tonemap's HDR10 variant, made the first time HDR is on
var post_ldr_hdr: bool = false # post_ldr was made for HDR10 output (10-bit)
# the LDR image is 10-bit while the output is HDR10: PQ in 8 bits bands
function post_ldr_fmt() -> int { if gpu_hdr_active() { return GL_RGB10_A2 }; return GL_RGBA8 }
var post_sharpen: float = 0.0
var post_grain: int = 0
# the screen-sized targets go away before post_init makes them at a new size
function post_free() -> void {
if post_hdr == null { return }
if post_ms_fbo != 0 { gpu_fb_free(post_ms_fbo); post_ms_fbo = 0 }
target_free(post_hdr); target_free(post_ao); target_free(post_ao_blur); target_free(post_ldr)
target_free(post_depth_copy); target_free(post_prev); target_free(post_scene); target_free(post_vol); target_free(post_dof)
for i in 0 .. len(post_bloom) { target_free(post_bloom[i]) }
post_hdr = null
}
# Multisampled scene: 1 (temporal AA alone), 2 or 4, remade at once. Vulkan draws it into
# multisampled renderbuffers and resolves them in a pass; a device that cannot take the count asked
# for gets the most it can (gpu_msaa_max).
function post_msaa_live() -> bool { return gpu_is_gl() or gpu_msaa_max() > 1 }
function post_set_msaa(n: int) -> void {
var want = n
if want < 1 { want = 1 }
if not post_msaa_live() { want = 1 }
if want > gpu_msaa_max() and gpu_msaa_max() >= 1 { want = gpu_msaa_max() }
if want == post_ms_samples { return }
post_ms_samples = want
if post_hdr != null {
let w = post_w; let h = post_h
post_free()
post_init(w, h)
}
}
function post_init(w: int, h: int) -> void {
post_w = w; post_h = h
post_hdr = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true, GL_LINEAR)
if post_ms_samples > 1 {
post_ms_fbo = gpu_fb_new()
gpu_fb_bind(post_ms_fbo)
let rbc = gpu_rb_new()
gpu_rb_storage(rbc, GL_RGBA16F, w, h, post_ms_samples)
gpu_fb_color_rb(0, rbc)
let rbd = gpu_rb_new()
gpu_rb_storage(rbd, GL_DEPTH_COMPONENT32F, w, h, post_ms_samples)
gpu_fb_depth_rb(rbd)
let st = gpu_fb_status()
if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: msaa framebuffer incomplete {st}`); post_ms_fbo = 0 }
gpu_fb_bind(0)
}
post_bloom = new []Target
var bw = w / 2; var bh = h / 2
for i in 0 .. BLOOM_LEVELS {
push(post_bloom, target_new(max(bw, 1), max(bh, 1), GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR))
bw = bw / 2; bh = bh / 2
}
if post_p_down == 0 {
post_p_down = r3d_program("fullscreen.vert", "bloom_down.frag", "")
post_p_up = r3d_program("fullscreen.vert", "bloom_up.frag", "")
post_p_tone = r3d_program("fullscreen.vert", "tonemap.frag", "")
}
# Full resolution, not half. The occlusion is reconstructed from depth differences,
# so on a surface seen at a grazing angle its gradient is steep in screen space; at
# half resolution that aliased into wide, screen-crossing bands which the bilinear
# upsample in the tonemapper then stretched over the whole ground. They read as thin
# transparent black bars, appear only where there is depth (never on the sky), and
# are nothing to do with the shadow map or the reflection.
post_ao = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
post_ao_blur = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
if post_p_ao == 0 { post_p_ao = r3d_program("fullscreen.vert", "ssgi.frag", ""); post_p_ao_blur = r3d_program("fullscreen.vert", "ssao_blur.frag", "") }
post_ldr = target_new(w, h, post_ldr_fmt(), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
post_ldr_hdr = gpu_hdr_active()
post_depth_copy = target_new(w, h, GL_R8, GL_RED, GL_UNSIGNED_BYTE, true, GL_NEAREST)
post_dof = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
if post_p_dof == 0 { post_p_dof = r3d_program("fullscreen.vert", "dof.frag", "") }
post_vol = target_new(max(w / 2, 1), max(h / 2, 1), GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
if post_p_vol == 0 { post_p_vol = r3d_program("fullscreen.vert", "volumetric.frag", "") }
post_prev = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
post_scene = target_new(w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
if post_p_sharp == 0 { post_p_sharp = r3d_program("fullscreen.vert", "sharpen.frag", "") }
post_sharpen = 1.2
post_grain = float_bits(0.025)
post_ao_radius = 0.7
post_ao_intensity = 1.4
post_ao_strength = 0.8
post_fs = mesh_fullscreen()
post_exposure = 0.36
post_bloom_strength = float_bits(0.06)
post_vignette = 0.35
post_saturation = 1.04
post_contrast = 1.12
post_key = 0.19
post_lum = words(4)
var m = 1; var sz = max(w, h)
while sz > 1 { sz = sz / 2; m += 1 }
post_mips = m
post_adapt = 0.0
}
# Mean scene luminance from the HDR mip chain -> exposure = key / mean, eased over
# frames. The value comes back through a pixel buffer one frame late: a direct
# glGetTexImage waits for the GPU to finish the whole frame, which serialised the
# CPU and the GPU. With the fly-camera demo that cost little (the CPU had nothing
# else to do); with the game's animals, HUD and rules on the CPU it doubled the frame
# (60 ms -> 28 ms when the read went asynchronous, measured 2026-09-09).
# ... and even that asynchronous read blocked on Apple's GL (glGetTexImage into a pixel
# buffer still synchronised the texture: 50% of the CPU's frame waiting, sampled), so
# the adaptation now stays on the GPU: a 1x1 pass (adapt.frag) eases last frame's value
# toward key / mean and the tonemapper samples it. The CPU never waits for the picture.
var post_adapt_t: []Target = null
var post_adapt_i: int = 0
var post_p_adapt: int = 0
var post_adapt_reset: bool = true
function post_measure() -> void {
gpu_tex_bind(GPU_TEX2D, post_hdr.color)
gpu_tex_param(GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
gpu_tex_mips(GPU_TEX2D)
if post_adapt_t == null {
post_adapt_t = new []Target
for k in 0 .. 2 { push(post_adapt_t, target_new(1, 1, GL_R32F, GL_RED, GL_FLOAT, false, GL_NEAREST)) }
post_adapt_reset = true
}
if post_p_adapt == 0 { post_p_adapt = r3d_program("fullscreen.vert", "adapt.frag", "") }
let next = 1 - post_adapt_i
target_bind(post_adapt_t[next])
gpu_depth_test(false)
gpu_use_program(post_p_adapt)
r3d_bind_2d(post_p_adapt, "u_scene", 0, post_hdr.color)
r3d_bind_2d(post_p_adapt, "u_prev", 1, post_adapt_t[post_adapt_i].color)
u_f(gpu_uniform(post_p_adapt, "u_lod"), float(post_mips - 1))
u_f(gpu_uniform(post_p_adapt, "u_key"), post_key)
u_f(gpu_uniform(post_p_adapt, "u_max"), post_exposure_max)
u_f(gpu_uniform(post_p_adapt, "u_rate"), 0.08)
var reset = 0.0
if post_adapt_reset { reset = 1.0; post_adapt_reset = false }
u_f(gpu_uniform(post_p_adapt, "u_reset"), reset)
mesh_draw(post_fs)
post_adapt_i = next
gpu_tex_bind(GPU_TEX2D, post_hdr.color)
gpu_tex_param(GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
}
function post_begin_scene() -> void {
target_bind(post_hdr)
if post_ms_fbo != 0 { gpu_fb_bind(post_ms_fbo); gpu_multisample(true) }
gpu_depth_test(true)
gpu_depth_func(GL_LESS)
gpu_depth_write(true)
gpu_cull(true)
gpu_cull_face(GL_BACK)
gpu_clear_color(0.0, 0.0, 0.0, 1.0)
gpu_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
}
# resolve the multisampled scene into the plain HDR target (colour + depth)
function post_resolve() -> void {
if post_ms_fbo != 0 {
gpu_fb_bind_read(post_ms_fbo)
gpu_fb_bind_draw(post_hdr.fbo)
gpu_blit(post_w, post_h, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
}
# the depth copy every pass after this may read while the frame is still being drawn into
gpu_fb_bind_read(post_hdr.fbo)
gpu_fb_bind_draw(post_depth_copy.fbo)
gpu_blit(post_w, post_h, GL_DEPTH_BUFFER_BIT)
gpu_fb_bind(0)
}
# There is no temporal anti-aliasing. It was reprojecting every pixel through the
# scene depth, which on water is the surface plane while the pixel's content is the
# reflection behind it — so the mirror image was fetched from the wrong place and, at
# 0.92 history, dragged several frames behind the camera as it turned. Geometry edges
# and the alpha-tested vegetation are covered by the 4x MSAA + alpha-to-coverage the
# scene already renders with, and the projection is no longer jittered, so nothing is
# left needing a temporal resolve.
# The lake bed, as drawn, before any water goes over it. Water reads this to refract and
# then absorb it, which is what makes the surface read as a body of water rather than a
# sheet laid over the ground: the bottom is seen THROUGH the water, tinted and dimmed by
# how far the light travelled, instead of being the dry terrain showing through an alpha.
function post_capture_scene() -> void {
gpu_fb_bind_read(post_hdr.fbo)
gpu_fb_bind_draw(post_scene.fbo)
gpu_blit(post_w, post_h, GL_COLOR_BUFFER_BIT)
gpu_fb_bind(post_hdr.fbo)
gpu_viewport(0, 0, post_w, post_h)
}
# Keep a copy of the finished scene colour: the SSGI bounce reads last frame's colour.
function post_capture_prev() -> void {
gpu_fb_bind_read(post_hdr.fbo)
gpu_fb_bind_draw(post_prev.fbo)
gpu_blit(post_w, post_h, GL_COLOR_BUFFER_BIT)
gpu_fb_bind(0)
post_frame += 1
}
function post_ssao_pass() -> void {
gpu_depth_test(false)
gpu_blend(false)
target_bind(post_ao)
gpu_use_program(post_p_ao)
r3d_bind_2d(post_p_ao, "u_depth", 0, post_hdr.depth)
r3d_bind_2d(post_p_ao, "u_prev_color", 1, post_prev.color)
u_f(gpu_uniform(post_p_ao, "u_frame"), float(post_frame % 64))
u_mat4(gpu_uniform(post_p_ao, "u_inv_proj"), cam_inv_proj)
u_mat4(gpu_uniform(post_p_ao, "u_proj"), cam_proj)
u_f2(gpu_uniform(post_p_ao, "u_texel"), 1.0 / float(post_w), 1.0 / float(post_h))
u_f(gpu_uniform(post_p_ao, "u_radius"), post_ao_radius)
u_f(gpu_uniform(post_p_ao, "u_intensity"), post_ao_intensity)
var contact = post_contact
if r3d_env_has("R3D_NOCONTACT") { contact = 0.0 }
u_f(gpu_uniform(post_p_ao, "u_contact"), contact)
mesh_draw(post_fs)
target_bind(post_ao_blur)
gpu_use_program(post_p_ao_blur)
r3d_bind_2d(post_p_ao_blur, "u_ao", 0, post_ao.color)
r3d_bind_2d(post_p_ao_blur, "u_depth", 1, post_hdr.depth)
u_f2(gpu_uniform(post_p_ao_blur, "u_texel"), 1.0 / float(post_ao.w), 1.0 / float(post_ao.h))
mesh_draw(post_fs)
}
# The march, then the composite. It is added to the scene BEFORE bloom on purpose: a shaft of
# light is a bright thing in the air and should bloom like one, and compositing it after the
# bloom pyramid would give hard-edged rays with no glow at all.
function post_volumetric_pass() -> void {
if post_vol_steps <= 0.0 { return }
if r3d_env_has("R3D_NOVOL") { return }
gpu_depth_test(false)
gpu_blend(false)
target_bind(post_vol)
gpu_use_program(post_p_vol)
r3d_bind_2d(post_p_vol, "u_depth", 0, post_hdr.depth)
shadow_bind(post_p_vol)
sky_bind_lighting(post_p_vol)
sky_bind_rot(post_p_vol)
fog_bind(post_p_vol)
u_mat4(gpu_uniform(post_p_vol, "u_inv_vp"), cam_inv_vp)
u_v3(gpu_uniform(post_p_vol, "u_cam_pos"), cam_pos)
u_v3(gpu_uniform(post_p_vol, "u_sun_dir"), sun_dir)
u_v3(gpu_uniform(post_p_vol, "u_sun_color"), sun_color)
u_f(gpu_uniform(post_p_vol, "u_vol_steps"), post_vol_steps)
u_f(gpu_uniform(post_p_vol, "u_vol_density"), post_vol_density)
u_f(gpu_uniform(post_p_vol, "u_vol_falloff"), post_vol_falloff)
u_f(gpu_uniform(post_p_vol, "u_vol_far"), post_vol_far)
u_f(gpu_uniform(post_p_vol, "u_vol_g"), post_vol_g)
u_f(gpu_uniform(post_p_vol, "u_vol_mist"), post_vol_mist)
u_f(gpu_uniform(post_p_vol, "u_vol_mist_h"), post_vol_mist_h)
mesh_draw(post_fs)
# Composite into the HDR scene with the bloom pyramid's own upsample - a 3x3 tent under
# ONE/ONE blending, which is exactly what is wanted here and already exists, rather than a
# blit shader written for one caller. Into post_hdr, not post_scene: post_scene is the copy
# the water refracts, so adding shafts there would put them UNDER the lake.
target_bind(post_hdr)
gpu_blend(true)
gpu_blend_func(GL_ONE, GL_ONE)
gpu_use_program(post_p_up)
r3d_bind_2d(post_p_up, "u_src", 0, post_vol.color)
u_f2(gpu_uniform(post_p_up, "u_texel"), 1.0 / float(post_vol.w), 1.0 / float(post_vol.h))
u_f(gpu_uniform(post_p_up, "u_radius"), 1.0)
mesh_draw(post_fs)
gpu_blend(false)
}
# The lens, between the scene and the bloom: a blurred highlight should still bloom, and a
# bloom smeared by the lens afterwards would be a halo round nothing.
function post_dof_pass() -> void {
if post_dof_aperture == 0.0 { return }
gpu_depth_test(false)
gpu_blend(false)
target_bind(post_dof)
gpu_use_program(post_p_dof)
r3d_bind_2d(post_p_dof, "u_src", 0, post_color)
r3d_bind_2d(post_p_dof, "u_depth", 1, post_hdr.depth)
u_mat4(gpu_uniform(post_p_dof, "u_inv_proj"), cam_inv_proj)
u_f2(gpu_uniform(post_p_dof, "u_texel"), 1.0 / float(post_w), 1.0 / float(post_h))
u_f(gpu_uniform(post_p_dof, "u_focus"), post_dof_focus)
u_f(gpu_uniform(post_p_dof, "u_aperture"), post_dof_aperture)
u_f(gpu_uniform(post_p_dof, "u_max_coc"), post_dof_max)
mesh_draw(post_fs)
post_color = post_dof.color
}
function post_bloom_pass() -> void {
gpu_depth_test(false)
gpu_blend(false)
var src = post_color
var sw = post_color_w; var sh = post_color_h
gpu_use_program(post_p_down)
for i in 0 .. BLOOM_LEVELS {
let t = post_bloom[i]
target_bind(t)
r3d_bind_2d(post_p_down, "u_src", 0, src)
u_f2(gpu_uniform(post_p_down, "u_texel"), 1.0 / float(sw), 1.0 / float(sh))
var th = -1.0
if i == 0 { th = 1.2 }
u_f(gpu_uniform(post_p_down, "u_threshold"), th)
mesh_draw(post_fs)
src = t.color; sw = t.w; sh = t.h
}
gpu_use_program(post_p_up)
gpu_blend(true)
gpu_blend_func(GL_ONE, GL_ONE)
var i = BLOOM_LEVELS - 1
while i > 0 {
let from = post_bloom[i]
let to = post_bloom[i - 1]
target_bind(to)
r3d_bind_2d(post_p_up, "u_src", 0, from.color)
u_f2(gpu_uniform(post_p_up, "u_texel"), 1.0 / float(from.w), 1.0 / float(from.h))
u_f(gpu_uniform(post_p_up, "u_radius"), 1.0)
mesh_draw(post_fs)
i -= 1
}
gpu_blend(false)
}
function post_tonemap(color_tex: int) -> void {
var prog = post_p_tone
if gpu_hdr_active() {
if post_p_tone_hdr == 0 { post_p_tone_hdr = r3d_program("fullscreen.vert", "tonemap.frag", "#define HDR10\n") }
prog = post_p_tone_hdr
}
if post_ldr_hdr != gpu_hdr_active() {
let w = post_ldr.w; let h = post_ldr.h
target_free(post_ldr)
post_ldr = target_new(w, h, post_ldr_fmt(), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
post_ldr_hdr = gpu_hdr_active()
}
if post_auto { post_measure() }
target_bind(post_ldr)
gpu_depth_test(false)
gpu_use_program(prog)
r3d_bind_2d(prog, "u_hdr", 0, color_tex)
r3d_bind_2d(prog, "u_bloom", 1, post_bloom[0].color)
r3d_bind_2d(prog, "u_ao", 2, post_ao_blur.color)
u_f(gpu_uniform(prog, "u_ao_strength"), post_ao_strength)
u_f(gpu_uniform(prog, "u_gi_strength"), post_gi_strength)
u_f(gpu_uniform(prog, "u_exposure"), post_exposure)
var auto = 0.0
if post_auto and post_adapt_t != null { auto = 1.0; r3d_bind_2d(prog, "u_adapt", 3, post_adapt_t[post_adapt_i].color) }
u_f(gpu_uniform(prog, "u_auto"), auto)
u_f(gpu_uniform(prog, "u_bloom_strength"), float_from_bits(post_bloom_strength))
u_f(gpu_uniform(prog, "u_vignette"), post_vignette)
u_f(gpu_uniform(prog, "u_saturation"), post_saturation)
u_f(gpu_uniform(prog, "u_contrast"), post_contrast)
u_f3(gpu_uniform(prog, "u_wb"), post_wb_r, post_wb_g, post_wb_b)
u_f3(gpu_uniform(prog, "u_lift"), post_lift_r, post_lift_g, post_lift_b)
u_f3(gpu_uniform(prog, "u_gain"), post_gain_r, post_gain_g, post_gain_b)
# the HDR10 variant's display calibration (the SDR program has none of these, and -1 sets nothing)
u_f(gpu_uniform(prog, "u_hdr_peak"), r3d_hdr_peak_nits())
u_f(gpu_uniform(prog, "u_hdr_paper"), r3d_hdr_paper_nits())
u_f(gpu_uniform(prog, "u_hdr_black"), r3d_hdr_black_nits())
mesh_draw(post_fs)
# sharpen + grain onto the screen
gpu_fb_bind(gpu_screen_fb())
gpu_viewport(0, 0, gl_w, gl_h)
gpu_use_program(post_p_sharp)
r3d_bind_2d(post_p_sharp, "u_src", 0, post_ldr.color)
u_f2(gpu_uniform(post_p_sharp, "u_texel"), 1.0 / float(post_ldr.w), 1.0 / float(post_ldr.h))
u_f(gpu_uniform(post_p_sharp, "u_amount"), post_sharpen)
var fx = post_fxaa
if r3d_env_has("R3D_NOFXAA") { fx = 0.0 }
u_f(gpu_uniform(post_p_sharp, "u_fxaa"), fx)
# R3D_NOGRAIN=1: no film grain, so two frames of a still camera can be compared for what else moves
var grain = post_grain
if r3d_env_has("R3D_NOGRAIN") { grain = float_bits(0.0) }
u_f(gpu_uniform(post_p_sharp, "u_grain"), float_from_bits(grain))
u_f(gpu_uniform(post_p_sharp, "u_time"), r3d_time)
mesh_draw(post_fs)
}