ioef/code/renderergl2/glsl/tonemap_vp.glsl

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attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
varying vec2 var_TexCoords;
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varying float var_InvWhite;
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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;
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var_InvWhite = 1.0 / FilmicTonemap(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x);
}