23 lines
546 B
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);
|
|
}
|