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Shader ifdef checks for glConfig2.adaptiveExposureAvailable
1 parent d8caf47 commit c467d75

2 files changed

Lines changed: 3 additions & 2 deletions

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src/engine/renderer/gl_shader.cpp

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -631,6 +631,7 @@ static std::string GenFragmentHeader() {
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if ( glConfig2.adaptiveExposureAvailable ) {
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AddDefine( str, "BIND_LUMINANCE", Util::ordinal( BufferBind::LUMINANCE ) );
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AddDefine( str, "ADAPTIVE_EXPOSURE_AVAILABLE" );
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}
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return str;

src/engine/renderer/glsl_source/cameraEffects_fp.glsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ vec3 TonemapLottes( vec3 color ) {
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/ ( pow( color, vec3( u_TonemapParms[0] * u_TonemapParms[1] ) ) * u_TonemapParms[2] + u_TonemapParms[3] );
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}
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#if defined(HAVE_ARB_explicit_uniform_location) && defined(HAVE_ARB_shader_atomic_counters)
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#if defined(ADAPTIVE_EXPOSURE_AVAILABLE)
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layout(std140, binding = BIND_LUMINANCE) uniform ub_LuminanceUBO {
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uint luminanceU;
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};
@@ -75,7 +75,7 @@ void main() {
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#if defined(r_highPrecisionRendering) && defined(HAVE_ARB_texture_float)
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if( u_Tonemap ) {
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#if defined(HAVE_ARB_explicit_uniform_location) && defined(HAVE_ARB_shader_atomic_counters)
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#if defined(ADAPTIVE_EXPOSURE_AVAILABLE)
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if( u_TonemapAdaptiveExposure ) {
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const float l = GetAverageLuminance( luminanceU ) - 8;
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color.rgb *= clamp( 0.18f / exp2( l * 0.8f + 0.1f ), 0.0f, 2.0f );

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