Merge pull request #44711 from clayjohn/GLES3-auto-exposure-fxaa
Properly apply auto exposure with FXAA in GLES3
This commit is contained in:
commit
74512fd876
1 changed files with 4 additions and 3 deletions
|
@ -327,16 +327,17 @@ void main() {
|
||||||
vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
|
vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
|
||||||
|
|
||||||
// Exposure
|
// Exposure
|
||||||
|
float full_exposure = exposure;
|
||||||
|
|
||||||
#ifdef USE_AUTO_EXPOSURE
|
#ifdef USE_AUTO_EXPOSURE
|
||||||
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
|
full_exposure /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
color *= exposure;
|
color *= full_exposure;
|
||||||
|
|
||||||
#ifdef USE_FXAA
|
#ifdef USE_FXAA
|
||||||
// FXAA must be applied before tonemapping.
|
// FXAA must be applied before tonemapping.
|
||||||
color = apply_fxaa(color, exposure, uv_interp, pixel_size);
|
color = apply_fxaa(color, full_exposure, uv_interp, pixel_size);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef USE_DEBANDING
|
#ifdef USE_DEBANDING
|
||||||
|
|
Loading…
Reference in a new issue