33 lines
668 B
GLSL
33 lines
668 B
GLSL
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#version 450 core
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out vec4 FragColor;
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in vec3 WorldPos;
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uniform samplerCube environmentMap;
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uniform float exposure = 1;
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vec3 ACESToneMapping(vec3 color)
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{
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const float A = 2.51;
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const float B = 0.03;
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const float C = 2.43;
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const float D = 0.59;
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const float E = 0.14;
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return (color * (A * color + B)) / (color * (C * color + D) + E);
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}
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void main()
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{
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vec3 color = texture(environmentMap, WorldPos).rgb;
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// HDR tonemap
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//envColor = envColor / (envColor + vec3(1.0));
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color *= exposure;
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color = ACESToneMapping(color);
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// gamma correct
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color = pow(color, vec3(1.0/2.2));
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FragColor = vec4(color, 1.0);
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}
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