Tonemap fragment shader.
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in vec2 | uv |
| | UV coordinates.
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uniform uniform float | customExposure |
| | Exposure.
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uniform bool | apply |
| | Apply the tonemapping operator (or just clamp).
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out vec3 | fragColor |
| | Color.
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◆ aces()
| vec3 GPUShaders::Frag::Tonemap::aces |
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vec3 |
hdrColor | ) |
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inline |
ACES tonemapping operator.
- Parameters
-
- Returns
- the LDR color
◆ cineon()
| vec3 GPUShaders::Frag::Tonemap::cineon |
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vec3 |
hdrColor | ) |
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inline |
Cineon tonemapping operator.
- Parameters
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- Returns
- the LDR color
◆ main()
| void GPUShaders::Frag::Tonemap::main |
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inline |
Apply a tonemapping operator to bring a HDR image to LDR.
◆ reinhard()
| vec3 GPUShaders::Frag::Tonemap::reinhard |
( |
vec3 |
hdrColor | ) |
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inline |
Reinhard tonemapping operator.
- Parameters
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- Returns
- the LDR color
◆ simpleExposure()
| vec3 GPUShaders::Frag::Tonemap::simpleExposure |
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vec3 |
hdrColor, |
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float |
exposure |
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) |
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inline |
Simple exposure-based tonemapping operator.
- Parameters
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| hdrColor | input HDR color |
| exposure | the current image overall exposure |
- Returns
- the LDR color
◆ uncharted2()
| vec3 GPUShaders::Frag::Tonemap::uncharted2 |
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vec3 |
hdrColor | ) |
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inline |
Uncharted 2 tonemapping operator.
- Parameters
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- Returns
- the LDR color
The documentation for this class was generated from the following file:
- resources/common/shaders/screens/tonemap.frag