25 lines
427 B
GLSL
25 lines
427 B
GLSL
#version 330 core
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// LIGHT BUFFER
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uniform sampler2DRect lightBuffer;
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// OUTPUT LIGHT
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layout(location = 0)out vec4 outColor;
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// MAIN PROGRAM
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void main(void) {
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ivec2 texCoord = ivec2(gl_FragCoord.xy);
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vec3 color = texelFetch(lightBuffer, texCoord).xyz;
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// HDR tonemapping
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color = color / (color + vec3(1.0));
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// gamma correct
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color = pow(color, vec3(1.0/2.2));
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outColor = vec4(color, 1.0);
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}
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