plumageRender/data/shaders/skybox.frag

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#version 450
layout (binding = 2) uniform samplerCube samplerEnv;
layout (set = 0, location = 0) in vec3 inUVW;
layout (set = 0, location = 0) out vec4 outColor;
layout (set = 0, binding = 1) uniform UBOParams {
vec4 _pad0;
float exposure;
float gamma;
} uboParams;
// 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;
}
vec4 tonemap(vec4 color)
{
vec3 outcol = Uncharted2Tonemap(color.rgb * uboParams.exposure);
outcol = outcol * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
return vec4(pow(outcol, vec3(1.0f / uboParams.gamma)), color.a);
}
#define MANUAL_SRGB 1
vec4 SRGBtoLINEAR(vec4 srgbIn)
{
#ifdef MANUAL_SRGB
#ifdef SRGB_FAST_APPROXIMATION
vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
#else //SRGB_FAST_APPROXIMATION
vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
#endif //SRGB_FAST_APPROXIMATION
return vec4(linOut,srgbIn.w);;
#else //MANUAL_SRGB
return srgbIn;
#endif //MANUAL_SRGB
}
void main()
{
vec3 color = SRGBtoLINEAR(tonemap(textureLod(samplerEnv, inUVW, 1.5))).rgb;
outColor = vec4(color * 1.0, 1.0);
}