2023-01-13 04:00:14 +08:00
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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2023-01-13 04:28:19 +08:00
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#include "lib/settings.glsl"
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2023-01-13 04:00:14 +08:00
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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uniform sampler2D texture;
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uniform sampler2D gaux1;
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uniform vec4 lightCol;
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uniform vec3 sunVec;
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uniform vec2 texelSize;
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uniform float skyIntensityNight;
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uniform float skyIntensity;
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uniform float sunElevation;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:2 */
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void main() {
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy);
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vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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float exposure = texelFetch2D(gaux1,ivec2(10,37),0).r;
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vec3 col = albedo*exp(-exposure*3.);
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gl_FragData[0].rgb = col*color.a;
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gl_FragData[0].a = gl_FragData[0].a*0.1;
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}
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