git-svn-id: svn://db.shs.com.ru/libs@659 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -9,11 +9,10 @@ void main(void) {
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v0 = texelFetch(tex_0, tc, 0);
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vec4 v1 = texelFetch(tex_1, tc, 0);
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qgl_FragColor = v0 + v1;
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vec3 res = v0.rgb + v1.rgb;
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qgl_FragColor.rgb = res;
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}
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@@ -81,7 +81,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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float ndlc = (1. - NdotLs) / NdotLs;
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float der = NdotLs * (shm_diff + ndlc);
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diff = 2. / (1. + sqrt(1. + (1. - shm_diff) * ndlc));
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li += spot * diff * qgl_light_parameter[index].color.rgb;// * light_diffuse(0, ldir, n);
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li += spot * diff * qgl_light_parameter[index].color.rgb;
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ndlc = (1. - NdotHs) / NdotHs;
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der = NdotHs * (shm_spec + ndlc);
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@@ -8,6 +8,7 @@ void main(void) {
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// frag //
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uniform sampler2D tex_0, tex_sum;
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uniform float exposure;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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@@ -17,7 +18,7 @@ void main(void) {
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vec4 sum = texelFetch(tex_sum, ivec2(0,0), 0);
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vec3 res = src.rgb;
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float l = dot(res, luma);
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float g = 2.2/dot(sum.rgb, luma);
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float g = exposure / dot(sum.rgb, luma);
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res /= l;
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//res = log(res + vec3(2.)) - log(vec3(2.));
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//res = pow(res,vec3(1/2.2));
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