|
|
@@ -5,7 +5,9 @@
|
|
|
#pragma anki start fragmentShader
|
|
|
|
|
|
#pragma anki include "shaders/photoshop_filters.glsl"
|
|
|
+#pragma anki include "shaders/LinearDepth.glsl"
|
|
|
|
|
|
+uniform sampler2D msDepthFai;
|
|
|
uniform sampler2D isFai;
|
|
|
uniform sampler2D ppsHdrFai;
|
|
|
uniform sampler2D ppsSsaoFai;
|
|
|
@@ -30,16 +32,23 @@ vec3 saturation(in vec3 col, in float factor)
|
|
|
return mix(intensity, col, factor);
|
|
|
}
|
|
|
|
|
|
+//==============================================================================
|
|
|
+vec3 gammaCorrection(in float gamma, in vec3 col)
|
|
|
+{
|
|
|
+ return pow(col, vec3(1.0 / gamma));
|
|
|
+}
|
|
|
+
|
|
|
+//==============================================================================
|
|
|
+vec3 gammaCorrectionRgb(in vec3 gamma, in vec3 col)
|
|
|
+{
|
|
|
+ return pow(col, 1.0 / gamma);
|
|
|
+}
|
|
|
+
|
|
|
//==============================================================================
|
|
|
void main(void)
|
|
|
{
|
|
|
fColor = texture2D(isFai, vTexCoords).rgb;
|
|
|
|
|
|
- /*const float gamma = 0.7;
|
|
|
- color.r = pow(color.r, 1.0 / gamma);
|
|
|
- color.g = pow(color.g, 1.0 / gamma);
|
|
|
- color.b = pow(color.b, 1.0 / gamma);*/
|
|
|
-
|
|
|
#if defined(HDR_ENABLED)
|
|
|
vec3 hdr = texture2D(ppsHdrFai, vTexCoords).rgb;
|
|
|
fColor += hdr;
|
|
|
@@ -50,6 +59,11 @@ void main(void)
|
|
|
fColor *= ssao;
|
|
|
#endif
|
|
|
|
|
|
- fColor = BlendHardLight(vec3(0.6, 0.62, 0.4), fColor);
|
|
|
+ /*float fog = 1.0 - readFromTextureAndLinearizeDepth(msDepthFai,
|
|
|
+ vTexCoords, 0.1, 10.0);
|
|
|
+ fColor *= ;*/
|
|
|
+
|
|
|
+ //fColor = BlendHardLight(vec3(0.6, 0.62, 0.4), fColor);
|
|
|
+ fColor = gammaCorrectionRgb(vec3(0.9, 0.92, 0.75), fColor);
|
|
|
}
|
|
|
|