mirror of
https://github.com/DrBeef/ioq3quest.git
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27 lines
787 B
GLSL
27 lines
787 B
GLSL
attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
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varying vec2 var_TexCoords;
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varying float var_InvWhite;
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float FilmicTonemap(float x)
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{
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const float SS = 0.22; // Shoulder Strength
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const float LS = 0.30; // Linear Strength
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const float LA = 0.10; // Linear Angle
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const float TS = 0.20; // Toe Strength
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const float TAN = 0.01; // Toe Angle Numerator
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const float TAD = 0.30; // Toe Angle Denominator
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return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/TAD;
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}
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void main()
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{
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gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
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var_TexCoords = attr_TexCoord0.st;
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var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
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}
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