/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2024 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include "floatoperations.glsl" #include <#{fragmentPath}> #define exposure #{rendererData.hdrExposure} #define disableHDRPipeline #{rendererData.disableHDR} #define DeltaError 0.013f #define MaxValueColorBuffer 1E10 layout(location = 0) out vec4 _out_color_; layout(location = 1) out vec4 gPosition; layout(location = 2) out vec4 gNormal; void main() { Fragment f = getFragment(); // Color is already in HDR space if (f.disableLDR2HDR || (disableHDRPipeline == 1)) { _out_color_ = f.color; } else { _out_color_ = vec4((log2(vec3(1.0) - (f.color.rgb - vec3(DeltaError)))/(-exposure)), f.color.a); } _out_color_.x = isnan(_out_color_.x) ? MaxValueColorBuffer : _out_color_.x; _out_color_.y = isnan(_out_color_.y) ? MaxValueColorBuffer : _out_color_.y; _out_color_.z = isnan(_out_color_.z) ? MaxValueColorBuffer : _out_color_.z; gPosition = f.gPosition; gNormal = f.gNormal; gl_FragDepth = normalizeFloat(f.depth); }