Refactor framebuffer
This commit is contained in:
@@ -1,14 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
const float GAMMA = 2.2f;
|
||||
const float EXPOSURE = 1.0f;
|
||||
|
||||
layout(location = 0) out vec4 f_color;
|
||||
|
||||
in vec2 v_tex_coords;
|
||||
|
||||
uniform float u_exposure;
|
||||
uniform bool u_exposureCorrection;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
void main() {
|
||||
@@ -16,8 +14,7 @@ void main() {
|
||||
vec3 fragmentColor = vec3(texture2D(u_texture, v_tex_coords));
|
||||
|
||||
// Exposure tone mapping
|
||||
if(u_exposureCorrection)
|
||||
fragmentColor = vec3(1.0) - exp(-fragmentColor * u_exposure);
|
||||
fragmentColor = vec3(1.0) - exp(-fragmentColor * EXPOSURE);
|
||||
|
||||
// Gamma correction
|
||||
fragmentColor = pow(fragmentColor, vec3(1.0/GAMMA));
|
||||
|
||||
Reference in New Issue
Block a user