23 lines
604 B
GLSL
23 lines
604 B
GLSL
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#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D scene;
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uniform sampler2D bloomBlur;
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uniform bool bloom;
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uniform float exposure;
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void main()
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{
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const float gamma = 1.5;
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vec3 hdrColor = texture(scene, TexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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if(bloom)
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hdrColor += bloomColor; // additive blending
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// tone mapping
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vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
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// also gamma correct while we're at it
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result = pow(result, vec3(1.0 / gamma));
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FragColor = vec4(result, 1.0);
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}
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