__shdBulbTonemapClamp.fsh 449 B

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  1. varying vec2 v_vTexcoord;
  2. varying vec4 v_vColour;
  3. uniform float u_fExposure;
  4. uniform sampler2D u_sLightMap;
  5. const float gamma = 2.2;
  6. void main()
  7. {
  8. gl_FragColor = v_vColour*texture2D(gm_BaseTexture, v_vTexcoord);
  9. gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(gamma));
  10. vec4 light = texture2D(u_sLightMap, v_vTexcoord);
  11. gl_FragColor.rgb = clamp(pow(u_fExposure*gl_FragColor.rgb*light.rgb, vec3(1.0/gamma)), 0.0, 1.0);
  12. }