mirror of
https://github.com/OpenSpace/OpenSpace.git
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57 lines
3.0 KiB
GLSL
57 lines
3.0 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2025 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "floatoperations.glsl"
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#include <#{fragmentPath}>
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#define exposure #{rendererData.hdrExposure}
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#define disableHDRPipeline #{rendererData.disableHDR}
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#define DeltaError 0.013f
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#define MaxValueColorBuffer 1E10
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layout(location = 0) out vec4 _out_color_;
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layout(location = 1) out vec4 gPosition;
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layout(location = 2) out vec4 gNormal;
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void main() {
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Fragment f = getFragment();
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// Color is already in HDR space
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if (f.disableLDR2HDR || (disableHDRPipeline == 1)) {
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_out_color_ = f.color;
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}
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else {
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_out_color_ = vec4((log2(vec3(1.0) - (f.color.rgb - vec3(DeltaError)))/(-exposure)), f.color.a);
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}
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_out_color_.x = isnan(_out_color_.x) ? MaxValueColorBuffer : _out_color_.x;
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_out_color_.y = isnan(_out_color_.y) ? MaxValueColorBuffer : _out_color_.y;
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_out_color_.z = isnan(_out_color_.z) ? MaxValueColorBuffer : _out_color_.z;
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gPosition = f.gPosition;
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gNormal = f.gNormal;
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gl_FragDepth = normalizeFloat(f.depth);
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}
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