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19 lines
301 B
GLSL
19 lines
301 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 f_coords;
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#texture (tex1, 0, RGB)
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uniform sampler2D tex1;
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#include <tonemapping.glsl>
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void main()
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{
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vec2 texcoord = f_coords;
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vec3 hdr_color = texture(tex1, texcoord).xyz;
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vec3 mapped = tonemap(hdr_color);
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gl_FragColor = vec4(mapped, 1.0);
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}
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