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#version 450
layout (binding = 3) uniform samplerCube samplerEnv;
layout (set = 0, location = 0) in vec3 inUVW;
layout (set = 0, location = 0) out vec4 outColor;
layout (set = 0, binding = 1) uniform UBOParams {
vec4 _pad0;
float exposure;
float gamma;
} uboParams;
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
vec3 Uncharted2Tonemap(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}
void main()
{
vec3 color = textureLod(samplerEnv, inUVW, 0.5).rgb;
// Tone mapping
color = Uncharted2Tonemap(color * uboParams.exposure);
color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
// Gamma correction
color = pow(color, vec3(1.0f / uboParams.gamma));
outColor = vec4(color, 1.0);
}
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