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@@ -1,13 +1,25 @@
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-#include "Uniforms.frag"
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-#include "Samplers.frag"
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-#include "PostProcess.frag"
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+#include "Uniforms.glsl"
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+#include "Samplers.glsl"
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+#include "Transform.glsl"
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+#include "ScreenPos.glsl"
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+#include "PostProcess.glsl"
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+varying vec2 vScreenPos;
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+
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+#ifdef COMPILEPS
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uniform float cTonemapExposureBias;
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uniform float cTonemapMaxWhite;
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+#endif
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-varying vec2 vScreenPos;
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+void VS()
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+{
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+ mat4 modelMatrix = iModelMatrix;
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+ vec3 worldPos = GetWorldPos(modelMatrix);
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+ gl_Position = GetClipPos(worldPos);
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+ vScreenPos = GetScreenPosPreDiv(gl_Position);
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+}
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-void main()
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+void PS()
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{
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#ifdef REINHARDEQ3
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vec3 color = ReinhardEq3Tonemap(max(texture2D(sDiffMap, vScreenPos).rgb * cTonemapExposureBias, 0.0));
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@@ -25,3 +37,4 @@ void main()
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gl_FragColor = vec4(color, 1.0);
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#endif
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}
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+
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