#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); }