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fgdata/Shaders/HDR/3dcloud.frag

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GLSL
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#version 330 core
layout(location = 0) out vec4 fragColor;
in float flogz;
// 3dcloud_common.frag
vec4 cloud_common_frag();
// exposure.glsl
vec3 apply_exposure(vec3 color);
// logarithmic_depth.glsl
float logdepth_encode(float z);
void main()
{
vec4 color = cloud_common_frag();
// Only pre-expose when not rendering to the environment map.
// We want the non-exposed radiance values for IBL.
color.rgb = apply_exposure(color.rgb);
fragColor = color;
gl_FragDepth = logdepth_encode(flogz);
}