LumixEngine/data/pipelines/bloom_tonemap.shd

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include "pipelines/common.glsl"
vertex_shader [[
layout (location = 0) out vec2 v_uv;
void main() {
gl_Position = fullscreenQuad(gl_VertexID, v_uv);
}
]]
fragment_shader [[
layout (binding=0) uniform sampler2D u_hdrbuffer;
layout (binding=5, std430) readonly buffer LuminanceData {
uint b_histogram[256];
float b_accum;
};
layout (location = 0) in vec2 v_uv;
layout (location = 0) out vec4 o_color;
layout(std140, binding = 4) uniform Data {
float u_exposure;
};
void main() {
const float exposure = u_exposure;
o_color.rgb = ACESFilm(texture(u_hdrbuffer, v_uv, 0).rgb * exposure / (10 * b_accum));
o_color.w = 1;
}
]]