Shadertoy-Shaders/pbr-pathtracing/Buffer-B.glsl

24 lines
481 B
GLSL

void aces_approx(inout vec3 col)
{
col *= 0.4f;
float a = 2.51f;
float b = 0.03f;
float c = 2.43f;
float d = 0.59f;
float e = 0.14f;
col = clamp((col * (a * col + b)) / (col * (c * col + d) + e), 0.0, 1.0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
init_random_state(fragCoord.xy, iTime);
vec2 uv = fragCoord/iResolution.xy;
vec3 col = texture(iChannel0, uv).rgb;
aces_approx(col);
fragColor = vec4(col, 1);
}