38 lines
821 B
GLSL
38 lines
821 B
GLSL
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#version 450
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layout (binding = 2) uniform samplerCube samplerEnv;
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outColor;
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layout (binding = 1) uniform UBOShared {
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float exposure;
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float gamma;
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} uboShared;
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// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
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vec3 Uncharted2Tonemap(vec3 color)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
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}
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void main()
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{
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vec3 color = pow(texture(samplerEnv, inUVW).rgb, vec3(2.2));
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color = Uncharted2Tonemap(color * uboShared.exposure);
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color = color * (1.0 / Uncharted2Tonemap(vec3(11.2)));
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// gamma correction
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color = pow(color, vec3(1.0 / uboShared.gamma));
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outColor = vec4(color, 1.0);
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}
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