Finished PBR IBL example
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10 changed files with 173 additions and 107 deletions
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@ -1,6 +1,3 @@
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// Phyiscally based rendering using IBL
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// Based on http://www.trentreed.net/blog/physically-based-shading-and-image-based-lighting/
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#version 450
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layout (location = 0) in vec3 inWorldPos;
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@ -14,10 +11,11 @@ layout (binding = 0) uniform UBO {
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vec3 camPos;
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} ubo;
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layout (binding = 1) uniform UBOShared {
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layout (binding = 1) uniform UBOParams {
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vec4 lights[4];
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float exposure;
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float gamma;
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} uboShared;
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} uboParams;
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layout(push_constant) uniform PushConsts {
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layout(offset = 12) float roughness;
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@ -28,13 +26,17 @@ layout(push_constant) uniform PushConsts {
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layout(offset = 32) float b;
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} material;
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layout (binding = 2) uniform samplerCube radianceMap;
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layout (binding = 3) uniform samplerCube irradianceMap;
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layout (binding = 2) uniform samplerCube samplerIrradiance;
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layout (binding = 3) uniform sampler2D samplerBRDFLUT;
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layout (binding = 4) uniform samplerCube prefilteredMap;
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layout (location = 0) out vec4 outColor;
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#define PI 3.1415926535897932384626433832795
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#define ALBEDO vec3(material.r, material.g, material.b)
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// From http://filmicgames.com/archives/75
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vec3 Uncharted2Tonemap( vec3 x )
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vec3 Uncharted2Tonemap(vec3 x)
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{
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float A = 0.15;
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float B = 0.50;
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@ -45,48 +47,116 @@ vec3 Uncharted2Tonemap( vec3 x )
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return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
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}
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// Environment BRDF approximation from https://www.unrealengine.com/blog/physically-based-shading-on-mobile
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vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV)
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// Normal Distribution function --------------------------------------
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float D_GGX(float dotNH, float roughness)
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{
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vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);
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vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);
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vec4 r = Roughness * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
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vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
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return SpecularColor * AB.x + AB.y;
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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void main()
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// Geometric Shadowing function --------------------------------------
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float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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// Fresnel function ----------------------------------------------------
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vec3 F_Schlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 F_SchlickR(float cosTheta, vec3 F0, float roughness)
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{
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return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
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}
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vec3 prefilteredReflection(vec3 R, float roughness)
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{
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const float MAX_REFLECTION_LOD = 9.0; // todo: param/const
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float lod = roughness * MAX_REFLECTION_LOD;
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float lodf = floor(lod);
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float lodc = ceil(lod);
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vec3 a = textureLod(prefilteredMap, R, lodf).rgb;
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vec3 b = textureLod(prefilteredMap, R, lodc).rgb;
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return mix(a, b, lod - lodf);
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}
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vec3 specularContribution(vec3 L, vec3 V, vec3 N, vec3 F0, float metallic, float roughness)
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{
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// Precalculate vectors and dot products
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vec3 H = normalize (V + L);
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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float dotNV = clamp(dot(N, V), 0.0, 1.0);
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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// Light color fixed
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vec3 lightColor = vec3(1.0);
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vec3 color = vec3(0.0);
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if (dotNL > 0.0) {
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, roughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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vec3 F = F_Schlick(dotNV, F0);
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vec3 spec = D * F * G / (4.0 * dotNL * dotNV + 0.001);
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vec3 kD = (vec3(1.0) - F) * (1.0 - metallic);
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color += (kD * ALBEDO / PI + spec) * dotNL;
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}
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return color;
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}
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 V = normalize(ubo.camPos - inWorldPos);
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vec3 R = reflect(-V, N);
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vec3 R = reflect(-V, N);
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vec3 baseColor = vec3(material.r, material.g, material.b);
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// Diffuse and specular color from material color and metallic factor
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vec3 diffuseColor = baseColor - baseColor * material.metallic;
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vec3 specularColor = mix(vec3(material.specular), baseColor, material.metallic);
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float metallic = material.metallic;
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float roughness = material.roughness;
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// Cube map sampling
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ivec2 cubedim = textureSize(radianceMap, 0);
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int numMipLevels = int(log2(max(cubedim.s, cubedim.y)));
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float mipLevel = numMipLevels - 1.0 + log2(material.roughness);
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vec3 radianceSample = pow(textureLod(radianceMap, R, mipLevel).rgb, vec3(2.2f));
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vec3 irradianceSample = pow(texture(irradianceMap, N).rgb, vec3(2.2f));
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, ALBEDO, metallic);
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vec3 Lo = vec3(0.0);
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for(int i = 0; i < uboParams.lights[i].length(); i++) {
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vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos);
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Lo += specularContribution(L, V, N, F0, metallic, roughness);
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}
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vec3 reflection = EnvBRDFApprox(specularColor, pow(material.roughness, 1.0f), clamp(dot(N, V), 0.0, 1.0));
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// Combine specular IBL and BRDF
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vec3 diffuse = diffuseColor * irradianceSample;
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vec3 specular = radianceSample * reflection;
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vec3 color = diffuse + specular;
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vec2 brdf = texture(samplerBRDFLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
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vec3 reflection = prefilteredReflection(R, roughness).rgb;
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vec3 irradiance = texture(samplerIrradiance, N).rgb;
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// Diffuse based on irradiance
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vec3 diffuse = irradiance * ALBEDO;
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vec3 F = F_SchlickR(max(dot(N, V), 0.0), F0, roughness);
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// Specular reflectance
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vec3 specular = reflection * (F * brdf.x + brdf.y);
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// Ambient part
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vec3 kD = 1.0 - F;
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kD *= 1.0 - metallic;
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vec3 ambient = (kD * diffuse + specular);
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vec3 color = ambient + Lo;
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// Tone mapping
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color = Uncharted2Tonemap( color * uboShared.exposure );
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color = Uncharted2Tonemap(color * uboParams.exposure);
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color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
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// Gamma correction
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color = pow(color, vec3(1.0f / uboShared.gamma));
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outColor = vec4( color, 1.0 );
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color = pow(color, vec3(1.0f / uboParams.gamma));
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outColor = vec4(color, 1.0);
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}
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@ -34,5 +34,6 @@ void main()
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outWorldPos = locPos + pushConsts.objPos;
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outNormal = mat3(ubo.model) * inNormal;
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outUV = inUV;
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outUV.t = 1.0 - inUV.t;
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gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
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}
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@ -6,10 +6,11 @@ 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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layout (binding = 1) uniform UBOParams {
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vec4 lights[4];
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float exposure;
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float gamma;
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} uboShared;
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} uboParams;
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// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
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vec3 Uncharted2Tonemap(vec3 color)
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@ -26,13 +27,13 @@ vec3 Uncharted2Tonemap(vec3 color)
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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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vec3 color = texture(samplerEnv, inUVW).rgb;
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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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// Tone mapping
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color = Uncharted2Tonemap(color * uboParams.exposure);
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color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
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// Gamma correction
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color = pow(color, vec3(1.0f / uboParams.gamma));
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outColor = vec4(color, 1.0);
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}
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