forked from LeenkxTeam/LNXSDK
Scene Gamma / Exposure
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@ -69,6 +69,7 @@ uniform vec4 PPComp15;
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uniform vec4 PPComp16;
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uniform vec4 PPComp18;
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uniform vec4 PPComp19;
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uniform vec4 PPComp20;
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#endif
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// #ifdef _CPos
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@ -499,14 +500,15 @@ void main() {
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#ifdef _CExposure
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#ifdef _CPostprocess
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fragColor.rgb+=fragColor.rgb*PPComp8.x;
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fragColor.rgb *= pow(2.0, PPComp8.x);
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#else
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fragColor.rgb+= fragColor.rgb*compoExposureStrength;
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fragColor.rgb *= pow(2.0, compoExposureStrength);
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#endif
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#endif
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#ifdef _CPostprocess
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fragColor.rgb *= ComputeEV(0.0);
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fragColor.rgb *= pow(2.0, PPComp20.x); // exposure and gamma
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#endif
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#ifdef _AutoExposure
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@ -582,7 +584,9 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5);
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fragColor.rgb = tonemapAgXFull(fragColor.rgb);
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} //else { fragColor.rgb = vec3(0,1,0); //ERROR}
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#endif
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#ifdef _CGamma
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / PPComp20.y));
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#endif
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#else
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#ifdef _CToneFilmic
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fragColor.rgb = tonemapFilmic(fragColor.rgb); // With gamma
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@ -615,6 +619,10 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5);
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#endif
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#endif
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#ifdef _CGamma
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / compoGammaStrength));
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#endif
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#ifdef _CBW
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// fragColor.rgb = vec3(clamp(dot(fragColor.rgb, fragColor.rgb), 0.0, 1.0));
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fragColor.rgb = vec3((fragColor.r * 0.3 + fragColor.g * 0.59 + fragColor.b * 0.11) / 3.0) * 2.5;
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