2022-01-08 12:22:34 +00:00
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#version 310 es
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2024-05-13 18:10:25 +02:00
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2022-01-08 12:22:34 +00:00
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precision highp float;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform highp sampler2D Source;
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2024-05-13 18:10:25 +02:00
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#include "hdr_common.glsl"
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void main()
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{
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vec4 source = texture(Source, vTexCoord);
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vec3 sdr = source.rgb;
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vec3 hdr = sdr;
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if (settings.inverse_tonemap > 0.0f)
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{
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hdr = InverseTonemap(sdr);
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}
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2024-05-13 18:10:25 +02:00
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if (settings.hdr10 > 0.0f)
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{
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hdr = ConvertLinearToHDR10(hdr);
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}
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FragColor = vec4(hdr, source.a);
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2022-01-08 12:22:34 +00:00
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}
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