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https://github.com/MaSzyna-EU07/maszyna.git
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58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D tex1;
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vec3 reinhard(vec3 x)
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{
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return x / (x + vec3(1.0));
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}
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// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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vec3 ACESFilm(vec3 x)
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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return (x*(a*x+b))/(x*(c*x+d)+e);
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}
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// https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
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vec3 filmicF(vec3 x)
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{
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float A = 0.22f;
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float B = 0.30f;
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float C = 0.10f;
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float D = 0.20f;
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float E = 0.01f;
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float F = 0.30f;
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return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F)) - E/F;
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}
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vec3 filmic(vec3 x)
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{
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return filmicF(x) / filmicF(vec3(11.2f));
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}
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void main()
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{
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vec2 texcoord = TexCoords;
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// float x = texcoord.x;
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// texcoord.x += sin(texcoord.y * 4*2*3.14159 + 0) / 100;
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// texcoord.y += sin(x * 4*2*3.14159 + 0) / 100;
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vec3 hdr_color = texture(tex1, texcoord).xyz;
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vec3 mapped;
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//if (texcoord.x < 0.33f)
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// mapped = reinhard(hdr_color);
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//else if (texcoord.x < 0.66f)
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// mapped = filmic(hdr_color);
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//else
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mapped = ACESFilm(hdr_color);
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gl_FragColor = vec4(mapped, 1.0);
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}
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