#version 450 layout (binding = 2) uniform samplerCube samplerEnv; layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outColor; layout (binding = 1) uniform UBOParams { vec4 lights[4]; float exposure; float gamma; } uboParams; // From http://filmicworlds.com/blog/filmic-tonemapping-operators/ vec3 Uncharted2Tonemap(vec3 color) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; } void main() { vec3 color = texture(samplerEnv, inUVW).rgb; // Tone mapping color = Uncharted2Tonemap(color * uboParams.exposure); color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f))); // Gamma correction color = pow(color, vec3(1.0f / uboParams.gamma)); outColor = vec4(color, 1.0); }