procedural-3d-engine/data/shaders/pbribl/skybox.frag

38 lines
821 B
GLSL
Raw Normal View History

2017-02-25 19:13:43 +01:00
#version 450
layout (binding = 2) uniform samplerCube samplerEnv;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outColor;
layout (binding = 1) uniform UBOShared {
float exposure;
float gamma;
} uboShared;
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
vec3 Uncharted2Tonemap(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}
void main()
{
vec3 color = pow(texture(samplerEnv, inUVW).rgb, vec3(2.2));
color = Uncharted2Tonemap(color * uboShared.exposure);
color = color * (1.0 / Uncharted2Tonemap(vec3(11.2)));
// gamma correction
color = pow(color, vec3(1.0 / uboShared.gamma));
outColor = vec4(color, 1.0);
}