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16 lines
275 B
GLSL
16 lines
275 B
GLSL
in vec2 f_coords;
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layout(location = 0) out vec4 out_color;
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#texture (tex1, 0, RGB)
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uniform sampler2D tex1;
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#include <tonemapping.glsl>
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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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out_color = tonemap(vec4(hdr_color, 1.0));
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}
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