terravisor/shaders/quad_fragment.glsl

23 lines
546 B
GLSL

#version 430
precision highp float;
out vec4 frag_color;
in vec2 tex_coords;
uniform sampler2D albedoGbuffer;
uniform sampler2D positionGbuffer;
uniform sampler2D normalGbuffer;
void main()
{
vec3 hdr_color = texture(albedoGbuffer, tex_coords).rgb;
vec3 tone_mapped_color = hdr_color / (hdr_color + vec3(1.0));
tone_mapped_color = pow(tone_mapped_color, vec3(1.0/2.2));
vec3 position = texture(positionGbuffer, tex_coords).rgb;
vec3 normal = texture(normalGbuffer, tex_coords).rgb;
frag_color = vec4(normal, 1.0);
}