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maszyna/shaders/vk14/mat_stars.frag

39 lines
807 B
GLSL

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