PpsPostPass.glsl 2.1 KB

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  1. #pragma anki vertShaderBegins
  2. #pragma anki include "shaders/SimpleVert.glsl"
  3. #pragma anki fragShaderBegins
  4. #pragma anki include "shaders/photoshop_filters.glsl"
  5. #pragma anki include "shaders/median_filter.glsl"
  6. uniform sampler2D ppsPrePassFai;
  7. uniform sampler2D ppsHdrFai;
  8. varying vec2 texCoords;
  9. //======================================================================================================================
  10. // GrayScale =
  11. //======================================================================================================================
  12. vec3 grayScale(in vec3 col)
  13. {
  14. float grey = (col.r + col.g + col.b) * 0.333333333; // aka: / 3.0
  15. return vec3(grey);
  16. }
  17. //======================================================================================================================
  18. // saturation =
  19. //======================================================================================================================
  20. vec3 saturation(in vec3 col, in float factor)
  21. {
  22. const vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
  23. vec3 intensity = vec3(dot(col, lumCoeff));
  24. return mix(intensity, col, factor);
  25. }
  26. //======================================================================================================================
  27. // main =
  28. //======================================================================================================================
  29. void main(void)
  30. {
  31. vec3 color = texture2D(ppsPrePassFai, texCoords).rgb;
  32. /*const float gamma = 0.7;
  33. color.r = pow(color.r, 1.0 / gamma);
  34. color.g = pow(color.g, 1.0 / gamma);
  35. color.b = pow(color.b, 1.0 / gamma);*/
  36. #if defined(HDR_ENABLED)
  37. vec3 hdr = texture2D(ppsHdrFai, texCoords).rgb;
  38. color += hdr;
  39. #endif
  40. color = BlendHardLight(vec3(0.6, 0.62, 0.4), color);
  41. gl_FragData[0].rgb = color;
  42. }