56 lines
1.3 KiB
GLSL
56 lines
1.3 KiB
GLSL
#version 450
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layout (binding = 2) uniform samplerCube samplerEnv;
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layout (set = 0, location = 0) in vec3 inUVW;
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layout (set = 0, location = 0) out vec4 outColor;
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layout (set = 0, binding = 1) uniform UBOParams {
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vec4 _pad0;
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float exposure;
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float gamma;
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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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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
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}
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vec4 tonemap(vec4 color)
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{
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vec3 outcol = Uncharted2Tonemap(color.rgb * uboParams.exposure);
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outcol = outcol * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
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return vec4(pow(outcol, vec3(1.0f / uboParams.gamma)), color.a);
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}
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#define MANUAL_SRGB 1
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vec4 SRGBtoLINEAR(vec4 srgbIn)
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{
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#ifdef MANUAL_SRGB
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#ifdef SRGB_FAST_APPROXIMATION
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vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
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#else //SRGB_FAST_APPROXIMATION
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vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
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vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
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#endif //SRGB_FAST_APPROXIMATION
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return vec4(linOut,srgbIn.w);;
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#else //MANUAL_SRGB
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return srgbIn;
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#endif //MANUAL_SRGB
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}
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void main()
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{
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vec3 color = SRGBtoLINEAR(tonemap(textureLod(samplerEnv, inUVW, 1.5))).rgb;
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outColor = vec4(color * 1.0, 1.0);
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} |