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#version 450
layout(location = 0) in vec3 texCoord0;
layout(location = 0) out vec4 fragColor;
// Gamma correction
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 2) uniform qt3d_morph_uniforms {
float gammaStrength;
};
layout(binding = 3) uniform samplerCube skyboxTexture;
vec3 gammaCorrect(const in vec3 color)
{
return pow(color, vec3(1.0 / gamma));
}
void main()
{
vec4 baseColor = texture(skyboxTexture, texCoord0);
vec4 gammaColor = vec4(gammaCorrect(baseColor.rgb), 1.0);
// This is an odd way to enable or not gamma correction,
// but this is a way to avoid branching until we can generate shaders
fragColor = mix(baseColor, gammaColor, gammaStrength);
}
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