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8c5416e2c5
It allows to have PBR for devices without properly detected compute shaders.
24 lines
507 B
GLSL
24 lines
507 B
GLSL
#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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