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