26 Sep 2021
General: + Added Summaries Renderer ------- SM.Base: + SM.Base.Controls.Mouse now has a feature to disable tracking. + Replaced Bloom Effect with the similar system how blender use it. + You can now disable ANY post processing effects. + Interpolation for CVectors. + MathUtils + RenderPipelines now have a central list for post processing effects. ~ Log-System is now ignored if a debugger is attached. ~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform. ~ Improved Text Rendering SM.OGL: + ColorAttachments now contain a reference to the framebuffer its connected. + ColorAttachments can now have a own size. + Framebuffer.Append(string key, Vector2 size, int pos) +Framebuffers now have a method to completely reset itself. + Framebuffers now have a Blit-method called "CopyTo". ~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object. ~ Renderbuffers now are a class and contain the ID by itself. ~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1 Optionals: Controls: + Framecache for the GameController.GetState()
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61 changed files with 1529 additions and 818 deletions
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@ -8,8 +8,28 @@ uniform float Gamma;
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layout(location = 0) out vec4 color;
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vec3 ACES(vec3 x) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0,1.0);
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}
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vec3 reinhardTone(vec3 col) {
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return col / (col + vec3(1.0));
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}
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vec3 exposure(vec3 scene) {
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return vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
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}
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void main() {
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vec3 result = vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
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vec3 scene = texture2D(Scene, vTexture).rgb;
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vec3 result = reinhardTone(scene);
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color = vec4(pow(result, vec3(1 / Gamma)), 1);
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}
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