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25
shaders/ds_tonemap.glsl
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25
shaders/ds_tonemap.glsl
Normal file
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// vert //
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void main(void) {
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gl_Position = qgl_ftransform();
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}
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// frag //
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uniform sampler2D tex_0;
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uniform float gamma, frame_max;
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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 src = texelFetch(tex_0, tc, 0);
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vec3 res = src.rgb;
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float l = dot(res, luma) * 0.75;
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float g = gamma / frame_max;
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res /= l;
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l = 1 - exp(-l*g);
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res *= l;
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qgl_FragColor = vec4(res, dot(res, luma));
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}
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