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