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deleted tone mapping mirrored slf and slp since they auto generate
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3 changed files with 0 additions and 73 deletions
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@ -33,7 +33,6 @@ void ToneMapAndResample::init(RenderArgs* args) {
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// shared_ptr to gpu::State
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gpu::StatePointer blitState = gpu::StatePointer(new gpu::State());
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// TODO why was this in the upsample task
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blitState->setDepthTest(gpu::State::DepthTest(false, false));
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blitState->setColorWriteMask(true, true, true, true);
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@ -1 +0,0 @@
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VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord
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@ -1,71 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on Sat Oct 24 09:34:37 2015
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//
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// toneMapping.frag
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//
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// Draw texture 0 fetched at texcoord.xy
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include render-utils/ShaderConstants.h@>
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struct ToneMappingParams {
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vec4 _exp_2powExp_s0_s1;
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ivec4 _toneCurve_s0_s1_s2;
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};
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const float GAMMA_22 = 2.2;
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const float INV_GAMMA_22 = 1.0 / 2.2;
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const int ToneCurveNone = 0;
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const int ToneCurveGamma22 = 1;
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const int ToneCurveReinhard = 2;
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const int ToneCurveFilmic = 3;
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LAYOUT(binding=RENDER_UTILS_BUFFER_TM_PARAMS) uniform toneMappingParamsBuffer {
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ToneMappingParams params;
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};
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float getTwoPowExposure() {
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return params._exp_2powExp_s0_s1.y;
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}
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int getToneCurve() {
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return params._toneCurve_s0_s1_s2.x;
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}
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LAYOUT(binding=RENDER_UTILS_TEXTURE_TM_COLOR) uniform sampler2D colorMap;
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layout(location=0) in vec2 varTexCoord0;
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layout(location=0) out vec4 outFragColor;
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void main(void) {
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vec4 fragColorRaw = texture(colorMap, vec2(1 - varTexCoord0.x, varTexCoord0.y));
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vec3 fragColor = fragColorRaw.xyz;
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vec3 srcColor = fragColor * getTwoPowExposure();
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int toneCurve = getToneCurve();
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vec3 tonedColor = srcColor;
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if (toneCurve == ToneCurveFilmic) {
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vec3 x = max(vec3(0.0), srcColor-0.004);
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tonedColor = pow((x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06), vec3(GAMMA_22));
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} else if (toneCurve == ToneCurveReinhard) {
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tonedColor = srcColor/(1.0 + srcColor);
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} else if (toneCurve == ToneCurveGamma22) {
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// We use glEnable(GL_FRAMEBUFFER_SRGB), which automatically converts textures from RGB to SRGB
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// when writing from an RGB framebuffer to an SRGB framebuffer (note that it doesn't do anything
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// when writing from an SRGB framebuffer to an RGB framebuffer).
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// Since the conversion happens automatically, we don't need to do anything in this shader
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} else {
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// toneCurve == ToneCurveNone
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// For debugging purposes, we may want to see what the colors look like before the automatic OpenGL
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// conversion mentioned above, so we undo it here
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tonedColor = pow(srcColor, vec3(GAMMA_22));
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}
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outFragColor = vec4(tonedColor, 1.0);
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}
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