Added back tonemapping
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@@ -245,10 +245,9 @@ void main()
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ssao = texture(m_SSAO, UV).r;
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}
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float emissive = texture(m_Emissive, UV).r;
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if (unlit > 0.1f)
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{
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float emissive = texture(m_Emissive, UV).r;
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FragColor = vec4(albedo * ssao * emissive, 1.0);
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return;
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}
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@@ -341,7 +340,7 @@ void main()
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vec3 kD = 1.0 - kS;
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kD *= 1.0 - metallic;
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vec3 ambient = (vec3(0.5) * albedo) * ao * ssao * u_AmbientTerm;
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vec3 ambient = (albedo) * ao * ssao * u_AmbientTerm;
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vec3 color = (ambient) + Lo;
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// Display CSM splits..
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@@ -36,12 +36,12 @@ vec3 aces(vec3 x) {
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void main()
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{
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vec3 color = texture(u_Source, UV).rgb;
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vec3 mapped = vec3(1.0) - exp(-color * u_Exposure);
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//color = vec3(1.0) - exp(-color * u_Exposure);
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// reinhard
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//color = color / (color + vec3(1.0));
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// gamma correct
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//color = pow(color, vec3(1.0 / u_Gamma));
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color = pow(mapped, vec3(u_Gamma));
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FragColor = vec4(color, 1.0);
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}
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