attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; uniform mat4 u_ModelViewProjectionMatrix; uniform vec3 u_ToneMinAvgMaxLinear; varying vec2 var_TexCoords; varying float var_InvWhite; float FilmicTonemap(float x) { const float SS = 0.22; // Shoulder Strength const float LS = 0.30; // Linear Strength const float LA = 0.10; // Linear Angle const float TS = 0.20; // Toe Strength const float TAN = 0.01; // Toe Angle Numerator const float TAD = 0.30; // Toe Angle Denominator return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD; } void main() { gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_TexCoords = attr_TexCoord0.st; var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x); }