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opengl 3.3 renderer shaders
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25
shaders/celestial.frag
Normal file
25
shaders/celestial.frag
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in vec2 f_coord;
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#texture (tex1, 0, sRGB_A)
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uniform sampler2D tex1;
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#include <common>
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#include <tonemapping.glsl>
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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#if POSTFX_ENABLED
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out_color = tex_color * param[0];
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#else
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out_color = tonemap(tex_color * param[0]);
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#endif
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#if MOTIONBLUR_ENABLED
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out_motion = vec4(0.0f);
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#endif
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}
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