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@@ -34,17 +34,17 @@ layout(ANKI_UBO_BINDING(0, 0), std140, row_major) uniform u0_
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};
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#if TONEMAP_FIX
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-#define TONEMAPPING_SET 0
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-#define TONEMAPPING_BINDING 1
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-#include <shaders/TonemappingResources.glsl>
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+# define TONEMAPPING_SET 0
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+# define TONEMAPPING_BINDING 1
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+# include <shaders/TonemappingResources.glsl>
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#endif
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#if YCBCR
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-#define sample(s, uv) rgbToYCbCr(textureLod(s, uv, 0.0).rgb)
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-#define sampleOffset(s, uv, x, y) rgbToYCbCr(textureLodOffset(s, uv, 0.0, IVec2(x, y)).rgb)
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+# define sample(s, uv) rgbToYCbCr(textureLod(s, uv, 0.0).rgb)
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+# define sampleOffset(s, uv, x, y) rgbToYCbCr(textureLodOffset(s, uv, 0.0, IVec2(x, y)).rgb)
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#else
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-#define sample(s, uv) textureLod(s, uv, 0.0).rgb
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-#define sampleOffset(s, uv, x, y) textureLodOffset(s, uv, 0.0, IVec2(x, y)).rgb
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+# define sample(s, uv) textureLod(s, uv, 0.0).rgb
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+# define sampleOffset(s, uv, x, y) textureLodOffset(s, uv, 0.0, IVec2(x, y)).rgb
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#endif
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Vec3 sharpen()
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@@ -106,7 +106,7 @@ void main()
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#elif TONEMAP_FIX
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F32 lum0 = computeLuminance(tonemap(crntCol, u_exposureThreshold0));
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F32 lum1 = computeLuminance(tonemap(historyCol, u_exposureThreshold0));
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- //F32 maxLum = computeLuminance(tonemap(boxMax, u_exposureThreshold0));
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+ // F32 maxLum = computeLuminance(tonemap(boxMax, u_exposureThreshold0));
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F32 maxLum = 1.0;
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#else
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F32 lum0 = computeLuminance(crntCol);
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