armory/raw/combine_pass/combine_pass.frag.glsl

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#version 450
#ifdef GL_ES
precision mediump float;
#endif
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uniform sampler2D tex;
uniform sampler2D tex2;
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in vec2 texCoord;
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out vec4 outColor;
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const float exposure = 1.0;
const float gamma = 2.2;
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void main() {
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vec3 col = texture(tex, texCoord).rgb;
vec3 col2 = texture(tex2, texCoord).rgb;
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// Additive blending
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col += col2;
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// Tone mapping
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// vec3 result = vec3(1.0) - exp(-col * exposure);
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// Gamma correction
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// result = pow(result, vec3(1.0 / gamma));
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// outColor.rgb = result;
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outColor.rgb = col;
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}