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Update #18 - Final release, added PBR shaders
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_lightingHDRFramebufferTexture;
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uniform sampler2D u_framebufferLumaAvgInput;
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uniform sampler2D u_ditherTexture;
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uniform vec3 u_exposure3f;
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uniform vec2 u_ditherScale2f;
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void main() {
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float lumaHDR = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
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vec3 input3f = textureLod(u_lightingHDRFramebufferTexture, v_position2f, 0.0).rgb;
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input3f /= (0.1 + min(lumaHDR * 6.0, 4.0));
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input3f *= u_exposure3f;
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// ACES, modified to approximate gamma correction
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const float a = 1.22;
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const float b = 1.78;
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const float c = 1.22;
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const float d = 1.79;
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const float e = 0.29;
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input3f = clamp((input3f * (a * input3f + b)) / (input3f * (c * input3f + d) + e), 0.0, 1.0);
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// desaturate a bit, makes it look like less of a cartoon
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float sat = 0.8;
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float luma = dot(input3f, vec3(0.299, 0.587, 0.114));
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input3f = (input3f - luma) * sat + luma;
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input3f += textureLod(u_ditherTexture, v_position2f * u_ditherScale2f, 0.0).r / 255.0;
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output4f = vec4(clamp(input3f, 0.0, 1.0), luma);
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}
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