#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 mvp; int flip; int sdr; float tonemapInMax; float tonemapOutMax; } ubuf; layout(binding = 1) uniform sampler2D tex; vec3 linearToSRGB(vec3 color) { vec3 S1 = sqrt(color); vec3 S2 = sqrt(S1); vec3 S3 = sqrt(S2); return 0.585122381 * S1 + 0.783140355 * S2 - 0.368262736 * S3; } // https://learn.microsoft.com/en-us/windows/win32/direct3darticles/high-dynamic-range vec3 simpleReinhardTonemapper(vec3 c, float inMax, float outMax) { c /= vec3(inMax); c.r = c.r / (1 + c.r); c.g = c.g / (1 + c.g); c.b = c.b / (1 + c.b); c *= vec3(outMax); return c; } void main() { vec4 c = texture(tex, v_texcoord); if (ubuf.tonemapInMax != 0) c.rgb = simpleReinhardTonemapper(c.rgb, ubuf.tonemapInMax, ubuf.tonemapOutMax); else if (ubuf.sdr != 0) c.rgb = linearToSRGB(c.rgb); fragColor = vec4(c.rgb * c.a, c.a); }