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6d45c243f8
* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
20 lines
320 B
GLSL
20 lines
320 B
GLSL
#define exposureMap texture1
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uniform sampler2D exposureMap;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying float exposure;
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void main(void)
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{
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exposure = texture2D(exposureMap, vec2(0.5)).r;
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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