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fgdata/Shaders/display.frag

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uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D specular_tex;
uniform sampler2D lighting_tex;
//uniform sampler2D bloom_tex;
uniform sampler2D ao_tex;
uniform float exposure;
uniform bool showBuffers;
uniform bool fg_DepthInColor;
vec3 HDR(vec3 L) {
L = L * exposure;
L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
return L;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 color;
if (showBuffers) {
if (coords.x < 0.2 && coords.y < 0.2) {
color = texture2D( normal_tex, coords * 5.0 );
} else if (coords.x >= 0.8 && coords.y >= 0.8) {
color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
} else if (coords.x >= 0.8 && coords.y < 0.2) {
color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
} else if (coords.x < 0.2 && coords.y >= 0.8 && fg_DepthInColor) {
color = texture2D( depth_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
} else if (coords.x < 0.2 && coords.y >= 0.8) {
color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
gl_FragColor = color;
}