in vec2 TexCoord; out vec4 FragColor; uniform sampler2D InputTexture; uniform float ExposureAdjustment; vec3 Linear(vec3 c) { //return pow(c, 2.2); return c * c; // cheaper, but assuming gamma of 2.0 instead of 2.2 } vec3 sRGB(vec3 c) { //return pow(c, vec3(1.0 / 2.2)); return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2 } #if defined(LINEAR) vec3 Tonemap(vec3 color) { return sRGB(color); } #elif defined(REINHARD) vec3 Tonemap(vec3 color) { color = color / (1 + color); return sRGB(color); } #elif defined(HEJLDAWSON) vec3 Tonemap(vec3 color) { vec3 x = max(vec3(0), color - 0.004); return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed } #else vec3 Uncharted2Tonemap(vec3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F; } vec3 Tonemap(vec3 color) { float W = 11.2; float ExposureBias = 2.0; vec3 curr = Uncharted2Tonemap(ExposureBias * color); vec3 whiteScale = vec3(1) / Uncharted2Tonemap(vec3(W)); return sRGB(curr * whiteScale); } #endif void main() { vec3 color = texture(InputTexture, TexCoord).rgb; color = color * ExposureAdjustment; color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment FragColor = vec4(Tonemap(color), 1.0); }