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Add tone mapping to overlay shaders
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commit
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2 changed files with 8 additions and 2 deletions
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@ -61,11 +61,14 @@ void main(void) {
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discard;
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}
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_fragColor = evalGlobalColor(1.0,
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vec4 color = evalGlobalColor(1.0,
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fragPosition,
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fragNormal,
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fragDiffuse,
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fragSpecular,
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fragGloss,
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fragOpacity);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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@ -58,11 +58,14 @@ void main(void) {
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float fragGloss = 10.0 / 128.0;
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float fragOpacity = diffuse.a * _alpha;
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_fragColor = evalGlobalColor(1.0,
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vec4 color = evalGlobalColor(1.0,
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fragPosition,
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fragNormal,
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fragDiffuse,
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fragSpecular,
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fragGloss,
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fragOpacity);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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