42 lines
896 B
GLSL
42 lines
896 B
GLSL
|
#version 450 core
|
||
|
|
||
|
out vec4 FragColor;
|
||
|
|
||
|
in vec2 TexCoords;
|
||
|
|
||
|
uniform sampler2D gBaseColor;
|
||
|
uniform sampler2D gDebug;
|
||
|
uniform float exposure = 1;
|
||
|
uniform bool showDebug = false;
|
||
|
|
||
|
vec3 ACESToneMapping(vec3 color)
|
||
|
{
|
||
|
const float A = 2.51;
|
||
|
const float B = 0.03;
|
||
|
const float C = 2.43;
|
||
|
const float D = 0.59;
|
||
|
const float E = 0.14;
|
||
|
return (color * (A * color + B)) / (color * (C * color + D) + E);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 rgbm = texture(gBaseColor, TexCoords);
|
||
|
vec4 debug = texture(gDebug, TexCoords);
|
||
|
if(rgbm.a==0 && (showDebug ? debug.a==0 : true))
|
||
|
{
|
||
|
//FragColor = vec4(1,0,0,1);
|
||
|
//return;
|
||
|
discard;
|
||
|
}
|
||
|
vec3 color = 8 * rgbm.rgb * rgbm.a;
|
||
|
|
||
|
color *= exposure;
|
||
|
color = ACESToneMapping(color);
|
||
|
|
||
|
//color = color / (color + vec3(1.0));
|
||
|
color = pow(color, vec3(1.0/2.2));
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
if(showDebug)
|
||
|
FragColor = mix(FragColor, debug, debug.a);
|
||
|
}
|