57 lines
1.4 KiB
GLSL
57 lines
1.4 KiB
GLSL
#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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out vec2 v_TexCoord;
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void main()
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{
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vec4 position = vec4(a_Position.xy, 0.0, 1.0);
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v_TexCoord = a_TexCoord;
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gl_Position = position;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 o_Color;
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in vec2 v_TexCoord;
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uniform sampler2DMS u_Texture;
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uniform float u_Exposure;
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uniform int u_TextureSamples;
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vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
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{
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vec4 result = vec4(0.0);
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for (int i = 0; i < samples; i++)
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result += texelFetch(tex, texCoord, i);
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result /= float(samples);
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return result;
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}
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void main()
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{
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const float gamma = 2.2;
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const float pureWhite = 1.0;
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ivec2 texSize = textureSize(u_Texture);
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ivec2 texCoord = ivec2(v_TexCoord * texSize);
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vec4 msColor = MultiSampleTexture(u_Texture, texCoord, u_TextureSamples);
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vec3 color = msColor.rgb * u_Exposure;//texture(u_Texture, v_TexCoord).rgb * u_Exposure;
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// Reinhard tonemapping operator.
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// see: "Photographic Tone Reproduction for Digital Images", eq. 4
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
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// Scale color by ratio of average luminances.
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vec3 mappedColor = (mappedLuminance / luminance) * color;
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// Gamma correction.
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o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
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} |