smrendererv3/src/renderer/SM.Base/PostEffects/Shaders/finalize_hdr.glsl
Nineto Nine 8a84182563 1 Oct 2021
~ Made Shaders now able to use Defines.
~ Moved complete Bloom-shader code in a single file (not working at the moment)
2021-10-01 19:43:00 +02:00

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GLSL

#version 330
in vec2 vTexture;
uniform sampler2D Scene;
uniform float Exposure;
uniform float Gamma;
layout(location = 0) out vec4 color;
vec3 ACES(vec3);
vec3 reinhardTone(vec3);
vec3 exposure(vec3);
void main() {
vec3 scene = texture2D(Scene, vTexture).rgb;
vec3 result = exposure(scene);
#if defined(TYPE_REINHARD)
result = reinhardTone(result);
#elif defined(TYPE_ACES)
result = ACES(result);
#endif
color = vec4(pow(result, vec3(1 / Gamma)), 1);
}