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