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Adds fragment shader PBR resolve
It allows to have PBR for devices without properly detected compute shaders.
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="glsl"/>
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<require shaders="spirv"/>
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<pass shader="resolve_pbr">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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</effect>
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@@ -0,0 +1,12 @@
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#ifndef INCLUDED_COMMON_TONE_MAPPING
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#define INCLUDED_COMMON_TONE_MAPPING
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vec3 applyTonemapper(vec3 color)
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{
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float whitePoint = 10.0;
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// Extendend Reinhard:
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// https://www-old.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
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return color * (vec3(1.0) + color / (whitePoint * whitePoint)) / (vec3(1.0) + color);
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}
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#endif // INCLUDED_COMMON_TONE_MAPPING
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@@ -1,6 +1,7 @@
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#version 430
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#include "common/compute.h"
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#include "common/tone_mapper.h"
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BEGIN_DRAW_TEXTURES
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TEXTURE_2D(0, inTex)
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@@ -14,14 +15,6 @@ END_DRAW_UNIFORMS
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STORAGE_2D(0, rgba8, outTex);
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vec3 applyTonemapper(vec3 color)
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{
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float whitePoint = 10.0;
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// Extendend Reinhard:
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// https://www-old.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
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return color * (vec3(1.0) + color / (whitePoint * whitePoint)) / (vec3(1.0) + color);
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}
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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void main()
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{
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@@ -0,0 +1,23 @@
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#version 120
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#include "common/fragment.h"
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#include "common/stage.h"
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#include "common/tone_mapper.h"
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BEGIN_DRAW_TEXTURES
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TEXTURE_2D(0, inTex)
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END_DRAW_TEXTURES
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BEGIN_DRAW_UNIFORMS
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// Premultiplied exposure, already contains 2^exposure.
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UNIFORM(float, exposure)
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END_DRAW_UNIFORMS
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VERTEX_OUTPUT(0, vec2, v_tex);
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void main()
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{
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vec3 hdrColor = SAMPLE_2D(GET_DRAW_TEXTURE_2D(inTex), v_tex).rgb;
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vec3 sdrColor = applyTonemapper(hdrColor * exposure);
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OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(sdrColor, 1.0));
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}
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@@ -0,0 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/simple.vs">
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<stream name="pos" attribute="a_vertex"/>
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<stream name="uv0" attribute="a_uv0"/>
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</vertex>
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<fragment file="glsl/resolve_pbr.fs"/>
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</program>
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