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-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl39
1 files changed, 1 insertions, 38 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 1fefc764b..662d0c865 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -361,39 +361,6 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
#endif
#endif
-#if ENABLE_TONE_MAPPING
-
-/* Hable's UC2 Tone mapping parameters
- A = 0.22;
- B = 0.30;
- C = 0.10;
- D = 0.20;
- E = 0.01;
- F = 0.30;
- W = 11.2;
- equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
-*/
-
-vec3 uncharted2Tonemap(vec3 x)
-{
- return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
-}
-
-vec4 applyToneMapping(vec4 color)
-{
- color = vec4(pow(color.rgb, vec3(2.2)), color.a);
- const float gamma = 1.6;
- const float exposureBias = 5.5;
- color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
- //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
- vec3 whiteScale = vec3(1.036015346);
- color.rgb *= whiteScale;
- return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
-}
-#endif
-
-
void main(void)
{
@@ -473,10 +440,6 @@ void main(void)
}
#endif
-#if ENABLE_TONE_MAPPING
- col = applyToneMapping(col);
-#endif
-
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
// the fog will only be rendered correctly if the last operation before the
// clamp() is an addition. Else, the clamp() seems to be ignored.
@@ -491,5 +454,5 @@ void main(void)
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
- gl_FragColor = col;
+ gl_FragData[0] = col;
}