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39 lines
807 B
GLSL
39 lines
807 B
GLSL
#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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#include "tonemapping.glsl"
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layout(location = 1) flat in vec3 f_normal_raw;
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layout(location = 0) out vec4 out_color;
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#ifdef NO_MOTION_OUTPUT
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// a pass without the velocity target: the writes go nowhere
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vec4 out_motion;
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#else
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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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float x = (gl_PointCoord.x - 0.5f) * 2.0f;
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float y = (gl_PointCoord.y - 0.5f) * 2.0f;
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float dist2 = abs(x * x + y * y);
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if (dist2 > 0.5f * 0.5f)
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discard;
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// color data space is shared with normals, ugh
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vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f);
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if (POSTFX_ENABLED)
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{
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out_color = color;
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}
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else
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{
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out_color = tonemap(color);
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}
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if (MOTIONBLUR_ENABLED)
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{
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out_motion = vec4(0.0f);
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}
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}
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