stk-code_catmod/data/shaders/tonemap.frag
Deve a7f0d3762c Some fixes for GLES renderer.
- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used.
- Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions.
- Keep RGBA textures for non-advanced lighting to make it simpler.

Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
2017-03-25 22:23:46 +01:00

26 lines
701 B
GLSL

uniform sampler2D tex;
uniform float vignette_weight;
out vec4 FragColor;
#stk_include "utils/getCIEXYZ.frag"
#stk_include "utils/getRGBfromCIEXxy.frag"
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec4 col = texture(tex, uv);
// Uncharted2 tonemap with Auria's custom coefficients
vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
#if !(defined(GL_ES) && defined(Advanced_Lighting_Enabled))
perChannel = pow(perChannel, vec4(2.2));
#endif
vec2 inside = uv - 0.5;
float vignette = 1. - dot(inside, inside) * vignette_weight;
vignette = clamp(pow(vignette, 0.8), 0., 1.);
FragColor = vec4(perChannel.xyz * vignette, col.a);
}