diff options
Diffstat (limited to 'drivers/gles3/shaders/tonemap.glsl')
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 56876bdb72..dd6d78849b 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,6 +1,8 @@ +/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; @@ -15,11 +17,13 @@ void main() { #endif } +/* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif +/* clang-format on */ in vec2 uv_interp; @@ -110,10 +114,8 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; - return g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + - g1x * textureLod(tex, p1, lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + - g1x * textureLod(tex, p3, lod)); + return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) @@ -171,7 +173,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o return tonemap_aces(color, white); #endif - return clamp(color, vec3(0.0f), vec3(1.0f)); // no other seleced -> linear + return clamp(color, vec3(0.0f), vec3(1.0f)); // no other selected -> linear } vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels |