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40 lines
881 B
GLSL
40 lines
881 B
GLSL
#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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layout(location = 3) in vec4 f_pos;
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layout(location = 4) in vec4 f_clip_pos;
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layout(location = 5) in vec4 f_clip_future_pos;
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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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#include "tonemapping.glsl"
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#include "apply_fog.glsl"
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void main()
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{
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vec4 color = vec4(apply_fog(pow(param[0].rgb, vec3(2.2))), param[0].a);
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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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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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out_motion = vec4(a - b, 0.0f, 0.0f);
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}
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}
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