a7f0d3762c
- 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)
26 lines
701 B
GLSL
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);
|
|
}
|