#version 330 core layout(location = 0) out vec4 fragColor; in vec2 texcoord; uniform sampler2D hdr_tex; uniform sampler2D bloom_tex; uniform vec2 fg_BufferSize; uniform float bloom_strength; uniform bool debug_ev100; const float NOISE_GRANULARITY = 0.5 / 255.0; // color.glsl vec3 eotf_sRGB(vec3 linear_srgb); // aces.glsl vec3 aces_fitted(vec3 color); // redout.glsl vec2 redout_distort(vec2 uv); vec3 redout_apply(vec3 color, vec2 uv); // noise.glsl float rand_2d(vec2 co); vec3 get_debug_color(float value) { float level = value * 3.14159265 * 0.5; vec3 col; col.r = sin(level); col.g = sin(level * 2.0); col.b = cos(level); return col; } vec3 get_ev100_color(vec3 hdr) { float level; if (texcoord.y < 0.05) { const float w = 0.001; if (texcoord.x >= (0.5 - w) && texcoord.x <= (0.5 + w)) return vec3(1.0); return get_debug_color(texcoord.x); } float lum = max(dot(hdr, vec3(0.299, 0.587, 0.114)), 0.0001); float ev100 = log2(lum * 8.0); float norm = ev100 / 12.0 + 0.5; return get_debug_color(norm); } void main() { if (debug_ev100) { fragColor = vec4(get_ev100_color(texture(hdr_tex, texcoord).rgb), 1.0); return; } // Blackout/redout applies a small distortion effect vec2 uv = redout_distort(texcoord); vec3 hdr_color = texture(hdr_tex, uv).rgb; // Apply bloom vec3 bloom = texture(bloom_tex, uv).rgb; hdr_color = mix(hdr_color, bloom, bloom_strength); // Tonemap vec3 color = aces_fitted(hdr_color); // Apply blackout/redout color = redout_apply(color, uv); // Gamma correction color = eotf_sRGB(color); // Dithering color += mix(-NOISE_GRANULARITY, NOISE_GRANULARITY, rand_2d(texcoord)); fragColor = vec4(color, 1.0); }