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Add a white balance to the tonemapping
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@@ -21,13 +21,15 @@ layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 1) uniform sampler2D bloom
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// param[0].x: share of the bloom in the image (0: no bloom, the texture is not read), param[0].y: 1 if the automatic
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// exposure is applied (exposure_ssbo of common.glsl, worked out by exposure_average.comp), param[0].z: fixed exposure multiplier, param[0].w: scale of
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// the bloom texture (it holds the sum of the levels of the chain), param[1].x: 1 when this is the last pass before the
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// window, which takes the dither
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// window, which takes the dither, param[1].yzw: gains of the white balance (0: none)
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void main()
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{
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vec2 texcoord = f_coords;
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vec3 hdr_color = texture(tex1, texcoord).xyz;
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if (param[0].x > 0.0)
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hdr_color = mix(hdr_color, texture(bloom_tex, texcoord).rgb * param[0].w, param[0].x);
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if (param[1].y > 0.0)
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hdr_color = white_balance(hdr_color, param[1].yzw);
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float exposurescale = param[0].z;
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if (param[0].y > 0.5 && exposure > 0.0)
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exposurescale *= exposure;
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