31 lines
1.0 KiB
GLSL
31 lines
1.0 KiB
GLSL
#version 450
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) out vec4 o_color;
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layout(location = 0) in vec2 in_uv;
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layout(set = 0, binding = 0) uniform sampler2D hdr_tex;
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layout(set = 0, binding = 1) uniform sampler2D bloom_tex;
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void main()
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{
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// The most basic tonemap possible.
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vec3 col = textureLod(hdr_tex, in_uv, 0.0).rgb + textureLod(bloom_tex, in_uv, 0.0).rgb;
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col = col / (1.0 + col);
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o_color = vec4(col, 1.0);
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}
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