mirror of https://github.com/bjornbytes/lovr.git
parent
96c47d590c
commit
b08d9d0b30
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@ -141,6 +141,7 @@ const char* lovrStandardFragmentShader = ""
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"uniform samplerCube lovrSpecularIrradianceTexture; \n"
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"uniform vec3 lovrIrradiance[9]; \n"
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"uniform vec3 lovrLightDirection = vec3(-1., -1., -1.); \n"
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"uniform float lovrExposure = 1.; \n"
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""
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"float D_GGX(float NoH, float roughness) { \n"
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" float alpha = roughness * roughness; \n"
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@ -176,6 +177,15 @@ const char* lovrStandardFragmentShader = ""
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", 0.); \n"
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"} \n"
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""
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"vec3 tonemap_ACES(vec3 color) { \n"
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" float a = 2.51; \n"
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" float b = 0.03; \n"
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" float c = 2.43; \n"
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" float d = 0.59; \n"
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" float e = 0.14; \n"
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" return (color * (a * color + b)) / (color * (c * color + d) + e); \n"
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"} \n"
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""
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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" vec3 normal = vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.); \n"
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" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb * lovrDiffuseColor.rgb; \n"
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@ -209,7 +219,10 @@ const char* lovrStandardFragmentShader = ""
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" vec3 diffuseIndirect = diffuseDirect * E_SphericalHarmonics(lovrIrradiance, N); \n"
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" vec3 indirect = diffuseIndirect + specularIndirect; \n"
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""
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" return vec4(direct + indirect + emissive, 1.); \n"
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" vec3 color = direct + indirect + emissive; \n"
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" color = tonemap_ACES(color * lovrExposure); \n"
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""
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" return vec4(color, 1.); \n"
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"}";
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const char* lovrCubeVertexShader = ""
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