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