#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); }