mirror of
https://github.com/bevyengine/bevy
synced 2025-01-07 18:58:58 +00:00
470 lines
No EOL
18 KiB
WebGPU Shading Language
470 lines
No EOL
18 KiB
WebGPU Shading Language
// TODO: try merging this block with the binding?
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var view: View;
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[[block]]
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struct Mesh {
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transform: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var mesh: Mesh;
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] normal: vec3<f32>;
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[[location(2)]] uv: vec2<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] world_position: vec4<f32>;
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[[location(0)]] world_normal: vec3<f32>;
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[[location(1)]] uv: vec2<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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let world_position = mesh.transform * vec4<f32>(vertex.position, 1.0);
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var out: VertexOutput;
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out.uv = vertex.uv;
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out.world_position = view.view_proj * world_position;
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// FIXME: The inverse transpose of the model matrix should be used to correctly handle scaling
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// of normals
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out.world_normal = mat3x3<f32>(mesh.transform.x.xyz, mesh.transform.y.xyz, mesh.transform.z.xyz) * vertex.normal;
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return out;
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}
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// From the Filament design doc
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// https://google.github.io/filament/Filament.html#table_symbols
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// Symbol Definition
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// v View unit vector
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// l Incident light unit vector
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// n Surface normal unit vector
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// h Half unit vector between l and v
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// f BRDF
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// f_d Diffuse component of a BRDF
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// f_r Specular component of a BRDF
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// α Roughness, remapped from using input perceptualRoughness
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// σ Diffuse reflectance
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// Ω Spherical domain
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// f0 Reflectance at normal incidence
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// f90 Reflectance at grazing angle
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// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
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// nior Index of refraction (IOR) of an interface
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// ⟨n⋅l⟩ Dot product clamped to [0..1]
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// ⟨a⟩ Saturated value (clamped to [0..1])
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// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
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// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
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// f(v,l) = f_d(v,l) + f_r(v,l)
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//
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// The form of the microfacet model is the same for diffuse and specular
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// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm
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//
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// In which:
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// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
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// G models the visibility (or occlusion or shadow-masking) of the microfacets
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// f_m is the microfacet BRDF and differs between specular and diffuse components
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//
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// The above integration needs to be approximated.
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[[block]]
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struct StandardMaterial {
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base_color: vec4<f32>;
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emissive: vec4<f32>;
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perceptual_roughness: f32;
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metallic: f32;
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reflectance: f32;
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// 'flags' is a bit field indicating various option. uint is 32 bits so we have up to 32 options.
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flags: u32;
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};
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struct OmniLight {
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color: vec4<f32>;
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range: f32;
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radius: f32;
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position: vec3<f32>;
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view_projection: mat4x4<f32>;
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};
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[[block]]
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struct Lights {
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ambient_color: vec4<f32>;
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num_lights: u32;
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// NOTE: this array size must be kept in sync with the constants defined bevy_pbr2/src/render/light.rs
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// TODO: this can be removed if we move to storage buffers for light arrays
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omni_lights: array<OmniLight, 10>;
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};
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let FLAGS_BASE_COLOR_TEXTURE_BIT: u32 = 1u;
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let FLAGS_EMISSIVE_TEXTURE_BIT: u32 = 2u;
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let FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT: u32 = 4u;
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let FLAGS_OCCLUSION_TEXTURE_BIT: u32 = 8u;
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let FLAGS_DOUBLE_SIDED_BIT: u32 = 16u;
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let FLAGS_UNLIT_BIT: u32 = 32u;
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[[group(0), binding(1)]]
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var lights: Lights;
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[[group(0), binding(2)]]
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var shadow_textures: texture_depth_2d_array;
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[[group(0), binding(3)]]
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var shadow_textures_sampler: sampler_comparison;
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[[group(2), binding(0)]]
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var material: StandardMaterial;
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[[group(2), binding(1)]]
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var base_color_texture: texture_2d<f32>;
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[[group(2), binding(2)]]
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var base_color_sampler: sampler;
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[[group(2), binding(3)]]
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var emissive_texture: texture_2d<f32>;
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[[group(2), binding(4)]]
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var emissive_sampler: sampler;
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[[group(2), binding(5)]]
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var metallic_roughness_texture: texture_2d<f32>;
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[[group(2), binding(6)]]
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var metallic_roughness_sampler: sampler;
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[[group(2), binding(7)]]
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var occlusion_texture: texture_2d<f32>;
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[[group(2), binding(8)]]
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var occlusion_sampler: sampler;
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let PI: f32 = 3.141592653589793;
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fn saturate(value: f32) -> f32 {
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return clamp(value, 0.0, 1.0);
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}
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// distanceAttenuation is simply the square falloff of light intensity
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// combined with a smooth attenuation at the edge of the light radius
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//
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// light radius is a non-physical construct for efficiency purposes,
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// because otherwise every light affects every fragment in the scene
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fn getDistanceAttenuation(distanceSquare: f32, inverseRangeSquared: f32) -> f32 {
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let factor = distanceSquare * inverseRangeSquared;
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let smoothFactor = saturate(1.0 - factor * factor);
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let attenuation = smoothFactor * smoothFactor;
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return attenuation * 1.0 / max(distanceSquare, 0.0001);
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}
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// Normal distribution function (specular D)
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// Based on https://google.github.io/filament/Filament.html#citation-walter07
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// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }
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// Simple implementation, has precision problems when using fp16 instead of fp32
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// see https://google.github.io/filament/Filament.html#listing_speculardfp16
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fn D_GGX(roughness: f32, NoH: f32, h: vec3<f32>) -> f32 {
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let oneMinusNoHSquared = 1.0 - NoH * NoH;
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let a = NoH * roughness;
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let k = roughness / (oneMinusNoHSquared + a * a);
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let d = k * k * (1.0 / PI);
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return d;
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}
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// Visibility function (Specular G)
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// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }
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// such that f_r becomes
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// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)
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// where
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// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }
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// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv
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fn V_SmithGGXCorrelated(roughness: f32, NoV: f32, NoL: f32) -> f32 {
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let a2 = roughness * roughness;
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let lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
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let lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
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let v = 0.5 / (lambdaV + lambdaL);
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return v;
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}
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// Fresnel function
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// see https://google.github.io/filament/Filament.html#citation-schlick94
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// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
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fn F_Schlick_vec(f0: vec3<f32>, f90: f32, VoH: f32) -> vec3<f32> {
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// not using mix to keep the vec3 and float versions identical
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return f0 + (f90 - f0) * pow(1.0 - VoH, 5.0);
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}
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fn F_Schlick(f0: f32, f90: f32, VoH: f32) -> f32 {
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// not using mix to keep the vec3 and float versions identical
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return f0 + (f90 - f0) * pow(1.0 - VoH, 5.0);
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}
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fn fresnel(f0: vec3<f32>, LoH: f32) -> vec3<f32> {
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// f_90 suitable for ambient occlusion
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// see https://google.github.io/filament/Filament.html#lighting/occlusion
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let f90 = saturate(dot(f0, vec3<f32>(50.0 * 0.33)));
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return F_Schlick_vec(f0, f90, LoH);
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}
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// Specular BRDF
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// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf
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// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m
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// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
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fn specular(f0: vec3<f32>, roughness: f32, h: vec3<f32>, NoV: f32, NoL: f32,
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NoH: f32, LoH: f32, specularIntensity: f32) -> vec3<f32> {
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let D = D_GGX(roughness, NoH, h);
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let V = V_SmithGGXCorrelated(roughness, NoV, NoL);
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let F = fresnel(f0, LoH);
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return (specularIntensity * D * V) * F;
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}
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// Diffuse BRDF
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// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf
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// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm
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//
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// simplest approximation
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// float Fd_Lambert() {
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// return 1.0 / PI;
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// }
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//
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// vec3 Fd = diffuseColor * Fd_Lambert();
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//
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// Disney approximation
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// See https://google.github.io/filament/Filament.html#citation-burley12
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// minimal quality difference
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fn Fd_Burley(roughness: f32, NoV: f32, NoL: f32, LoH: f32) -> f32 {
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let f90 = 0.5 + 2.0 * roughness * LoH * LoH;
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let lightScatter = F_Schlick(1.0, f90, NoL);
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let viewScatter = F_Schlick(1.0, f90, NoV);
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return lightScatter * viewScatter * (1.0 / PI);
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}
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// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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fn EnvBRDFApprox(f0: vec3<f32>, perceptual_roughness: f32, NoV: f32) -> vec3<f32> {
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let c0 = vec4<f32>(-1.0, -0.0275, -0.572, 0.022);
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let c1 = vec4<f32>(1.0, 0.0425, 1.04, -0.04);
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let r = perceptual_roughness * c0 + c1;
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let a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
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let AB = vec2<f32>(-1.04, 1.04) * a004 + r.zw;
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return f0 * AB.x + AB.y;
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}
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fn perceptualRoughnessToRoughness(perceptualRoughness: f32) -> f32 {
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// clamp perceptual roughness to prevent precision problems
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// According to Filament design 0.089 is recommended for mobile
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// Filament uses 0.045 for non-mobile
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let clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);
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return clampedPerceptualRoughness * clampedPerceptualRoughness;
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}
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// from https://64.github.io/tonemapping/
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// reinhard on RGB oversaturates colors
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fn reinhard(color: vec3<f32>) -> vec3<f32> {
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return color / (1.0 + color);
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}
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fn reinhard_extended(color: vec3<f32>, max_white: f32) -> vec3<f32> {
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let numerator = color * (1.0f + (color / vec3<f32>(max_white * max_white)));
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return numerator / (1.0 + color);
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}
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// luminance coefficients from Rec. 709.
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// https://en.wikipedia.org/wiki/Rec._709
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fn luminance(v: vec3<f32>) -> f32 {
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return dot(v, vec3<f32>(0.2126, 0.7152, 0.0722));
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}
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fn change_luminance(c_in: vec3<f32>, l_out: f32) -> vec3<f32> {
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let l_in = luminance(c_in);
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return c_in * (l_out / l_in);
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}
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fn reinhard_luminance(color: vec3<f32>) -> vec3<f32> {
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let l_old = luminance(color);
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let l_new = l_old / (1.0f + l_old);
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return change_luminance(color, l_new);
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}
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fn reinhard_extended_luminance(color: vec3<f32>, max_white_l: f32) -> vec3<f32> {
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let l_old = luminance(color);
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let numerator = l_old * (1.0f + (l_old / (max_white_l * max_white_l)));
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let l_new = numerator / (1.0f + l_old);
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return change_luminance(color, l_new);
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}
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fn omni_light(
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world_position: vec3<f32>, light: OmniLight, roughness: f32, NdotV: f32, N: vec3<f32>, V: vec3<f32>,
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R: vec3<f32>, F0: vec3<f32>, diffuseColor: vec3<f32>
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) -> vec3<f32> {
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let light_to_frag = light.position.xyz - world_position.xyz;
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let distance_square = dot(light_to_frag, light_to_frag);
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let rangeAttenuation =
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getDistanceAttenuation(distance_square, light.range);
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// Specular.
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// Representative Point Area Lights.
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// see http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p14-16
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let a = roughness;
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let centerToRay = dot(light_to_frag, R) * R - light_to_frag;
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let closestPoint = light_to_frag + centerToRay * saturate(light.radius * inverseSqrt(dot(centerToRay, centerToRay)));
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let LspecLengthInverse = inverseSqrt(dot(closestPoint, closestPoint));
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let normalizationFactor = a / saturate(a + (light.radius * 0.5 * LspecLengthInverse));
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let specularIntensity = normalizationFactor * normalizationFactor;
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var L: vec3<f32> = closestPoint * LspecLengthInverse; // normalize() equivalent?
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var H: vec3<f32> = normalize(L + V);
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var NoL: f32 = saturate(dot(N, L));
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var NoH: f32 = saturate(dot(N, H));
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var LoH: f32 = saturate(dot(L, H));
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let specular_light = specular(F0, roughness, H, NdotV, NoL, NoH, LoH, specularIntensity);
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// Diffuse.
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// Comes after specular since its NoL is used in the lighting equation.
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L = normalize(light_to_frag);
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H = normalize(L + V);
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NoL = saturate(dot(N, L));
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NoH = saturate(dot(N, H));
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LoH = saturate(dot(L, H));
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let diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
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// Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩
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// where
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// f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color
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// Φ is light intensity
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// our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
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// It's not 100% clear where the 1/4π goes in the derivation, but we follow the filament shader and leave it out
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// See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation
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// TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
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// light.color.rgb is premultiplied with light.intensity on the CPU
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return ((diffuse + specular_light) * light.color.rgb) * (rangeAttenuation * NoL);
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}
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fn fetch_shadow(light_id: i32, homogeneous_coords: vec4<f32>) -> f32 {
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if (homogeneous_coords.w <= 0.0) {
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return 1.0;
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}
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// compensate for the Y-flip difference between the NDC and texture coordinates
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let flip_correction = vec2<f32>(0.5, -0.5);
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let proj_correction = 1.0 / homogeneous_coords.w;
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// compute texture coordinates for shadow lookup
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let light_local = homogeneous_coords.xy * flip_correction * proj_correction + vec2<f32>(0.5, 0.5);
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// do the lookup, using HW PCF and comparison
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return textureSampleCompare(shadow_textures, shadow_textures_sampler, light_local, i32(light_id), homogeneous_coords.z * proj_correction);
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}
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struct FragmentInput {
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[[builtin(front_facing)]] is_front: bool;
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[[builtin(position)]] world_position: vec4<f32>;
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[[location(0)]] world_normal: vec3<f32>;
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[[location(1)]] uv: vec2<f32>;
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};
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[[stage(fragment)]]
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fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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var output_color: vec4<f32> = material.base_color;
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if ((material.flags & FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) {
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output_color = output_color * textureSample(base_color_texture, base_color_sampler, in.uv);
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}
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// // NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
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if ((material.flags & FLAGS_UNLIT_BIT) == 0u) {
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// TODO use .a for exposure compensation in HDR
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var emissive: vec4<f32> = material.emissive;
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if ((material.flags & FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) {
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emissive = vec4<f32>(emissive.rgb * textureSample(emissive_texture, emissive_sampler, in.uv).rgb, 1.0);
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}
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// calculate non-linear roughness from linear perceptualRoughness
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var metallic: f32 = material.metallic;
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var perceptual_roughness: f32 = material.perceptual_roughness;
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if ((material.flags & FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) {
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let metallic_roughness = textureSample(metallic_roughness_texture, metallic_roughness_sampler, in.uv);
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// Sampling from GLTF standard channels for now
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metallic = metallic * metallic_roughness.b;
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perceptual_roughness = perceptual_roughness * metallic_roughness.g;
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}
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let roughness = perceptualRoughnessToRoughness(perceptual_roughness);
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var occlusion: f32 = 1.0;
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if ((material.flags & FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
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occlusion = textureSample(occlusion_texture, occlusion_sampler, in.uv).r;
|
||
}
|
||
|
||
var N: vec3<f32> = normalize(in.world_normal);
|
||
|
||
// FIXME: Normal maps need an additional vertex attribute and vertex stage output/fragment stage input
|
||
// Just use a separate shader for lit with normal maps?
|
||
// # ifdef STANDARDMATERIAL_NORMAL_MAP
|
||
// vec3 T = normalize(v_WorldTangent.xyz);
|
||
// vec3 B = cross(N, T) * v_WorldTangent.w;
|
||
// # endif
|
||
|
||
if ((material.flags & FLAGS_DOUBLE_SIDED_BIT) != 0u) {
|
||
if (!in.is_front) {
|
||
N = -N;
|
||
}
|
||
// # ifdef STANDARDMATERIAL_NORMAL_MAP
|
||
// T = gl_FrontFacing ? T : -T;
|
||
// B = gl_FrontFacing ? B : -B;
|
||
// # endif
|
||
}
|
||
|
||
// # ifdef STANDARDMATERIAL_NORMAL_MAP
|
||
// mat3 TBN = mat3(T, B, N);
|
||
// N = TBN * normalize(texture(sampler2D(normal_map, normal_map_sampler), v_Uv).rgb * 2.0 - 1.0);
|
||
// # endif
|
||
|
||
var V: vec3<f32>;
|
||
if (view.view_proj.z.z != 1.0) { // If the projection is not orthographic
|
||
// Only valid for a perpective projection
|
||
V = normalize(view.world_position.xyz - in.world_position.xyz);
|
||
} else {
|
||
// Ortho view vec
|
||
V = normalize(vec3<f32>(-view.view_proj.x.z, -view.view_proj.y.z, -view.view_proj.z.z));
|
||
}
|
||
|
||
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
|
||
let NdotV = max(dot(N, V), 0.0001);
|
||
|
||
// Remapping [0,1] reflectance to F0
|
||
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
|
||
let reflectance = material.reflectance;
|
||
let F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
|
||
|
||
// Diffuse strength inversely related to metallicity
|
||
let diffuse_color = output_color.rgb * (1.0 - metallic);
|
||
|
||
let R = reflect(-V, N);
|
||
|
||
// accumulate color
|
||
var light_accum: vec3<f32> = vec3<f32>(0.0);
|
||
for (var i: i32 = 0; i < i32(lights.num_lights); i = i + 1) {
|
||
let light = lights.omni_lights[i];
|
||
let light_contrib = omni_light(in.world_position.xyz, light, roughness, NdotV, N, V, R, F0, diffuse_color);
|
||
let shadow = fetch_shadow(i, light.view_projection * in.world_position);
|
||
light_accum = light_accum + light_contrib * shadow;
|
||
}
|
||
|
||
let diffuse_ambient = EnvBRDFApprox(diffuse_color, 1.0, NdotV);
|
||
let specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
|
||
|
||
output_color = vec4<f32>(
|
||
light_accum +
|
||
(diffuse_ambient + specular_ambient) * lights.ambient_color.rgb * occlusion +
|
||
emissive.rgb * output_color.a,
|
||
output_color.a);
|
||
|
||
// tone_mapping
|
||
output_color = vec4<f32>(reinhard_luminance(output_color.rgb), output_color.a);
|
||
// Gamma correction.
|
||
// Not needed with sRGB buffer
|
||
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
|
||
}
|
||
|
||
return output_color;
|
||
} |