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- uniform sampler2D tex;
- uniform float vignette_weight;
- out vec4 FragColor;
- vec3 getCIEYxy(vec3 rgbColor);
- vec3 getRGBFromCIEXxy(vec3 YxyColor);
- 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);
- perChannel = pow(perChannel, vec4(2.2));
- 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);
- }
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