Color grading stuff - test (hardcoded)
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3 changed files with 12 additions and 6 deletions
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@ -41,6 +41,12 @@ void main( void )
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}
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o_Color = o_Color + bloom / 2.2;
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// Color grading test
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vec3 uColorGain = vec3( .95 , 1.1 , 1.4 ) ,
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uColorLift = vec3( 0 , 0 , .003 ) ,
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uColorGamma = vec3( -.2 , 0.1 , .1 );
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o_Color = ( o_Color * ( uColorGain - uColorLift ) ) + uColorLift;
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// Vignette
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vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
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vec2( uVigShapePow ) );
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@ -54,5 +60,5 @@ void main( void )
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o_Color = o_Color / ( o_Color + 1. );
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// Gamma
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o_Color = pow( o_Color , vec3( 1.0 / 2.2 ) );
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o_Color = pow( o_Color , vec3( 1 ) / ( uColorGamma + 2.2 ) );
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}
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@ -19,7 +19,7 @@ float M_Hash(
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float M_Luminosity(
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in vec3 color )
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{
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return dot( color , vec3( .3 , .6 , .1 ) );
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return dot( color , vec3( .299 , .587 , .114 ) );
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}
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vec3 M_NormalizeColor(
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@ -14,16 +14,16 @@ T_BPMaterial BPMaterials[1] = {
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T_PBRMaterial PBRMaterials[1] = {
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{
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// Albedo color
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vec3( 1 , 1 , .4 ) ,
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vec3( 1 , 1 , 1 ) ,
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// Roughness , metallic , subsurface , anisotropy
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.4 , .7 , 1 , .1 ,
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.5 , .5 , 0 , 0 ,
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// Specular strength / tint%
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.5 , .5
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}
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};
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vec3 Glow[1] = {
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vec3( 2 , .4 , 5 ) * 4
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vec3( .95 , .8 , 1 ) * 5
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};
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void mapMaterial(
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@ -65,7 +65,7 @@ void main( )
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int( u_Render.x ) , u_Render.y ,
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u_Render.z , .001 , u_Render.w );
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vec3 hitPos = u_CamPos + rayDir * r.x;
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const vec3 background = vec3( .01 );
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const vec3 background = vec3( .005 );
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vec3 bc = background;
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if ( r.y >= 0. ) {
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