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maszyna/shaders/postfx_tonemapping.frag

43 lines
1.3 KiB
GLSL

in vec2 f_coords;
layout(location = 0) out vec4 out_color;
#texture (tex1, 0, RGB)
uniform sampler2D tex1;
// glow of the bright parts of the image (postfx_bloom_*.frag)
#texture (bloom_tex, 1, RGB)
uniform sampler2D bloom_tex;
#include <common>
// exposure worked out by exposure_average.comp
layout(std430, binding = EXPOSURE_SSBO_BINDING) readonly buffer exposure_ssbo
{
uint histogram[EXPOSURE_HISTOGRAM_BINS];
float adapted_luminance;
float exposure;
float average_luminance;
uint valid;
};
#include <tonemapping.glsl>
#include <dither.glsl>
// param[0].x: share of the bloom in the image (0: no bloom, the texture is not read), param[0].y: 1 if the automatic
// exposure is applied, param[0].z: fixed exposure multiplier, param[0].w: scale of the bloom texture (it holds the sum of
// the levels of the chain), param[1].x: 1 when this is the last pass before the window, which takes the dither
void main()
{
vec2 texcoord = f_coords;
vec3 hdr_color = texture(tex1, texcoord).xyz;
if (param[0].x > 0.0)
hdr_color = mix(hdr_color, texture(bloom_tex, texcoord).rgb * param[0].w, param[0].x);
float exposurescale = param[0].z;
if (param[0].y > 0.5 && exposure > 0.0)
exposurescale *= exposure;
out_color = tonemap(vec4(hdr_color * exposurescale, 1.0));
if (param[1].x > 0.5)
out_color.rgb = dither_output(out_color.rgb);
}