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maszyna/shaders/vk14/traction.frag

40 lines
881 B
GLSL

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