NazaraEngine/assets/shaders/tone_mapping.nzsl

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[nzsl_version("1.0")]
module;
import VertOut, VertexShader from Engine.FullscreenVertex;
import ViewerData from Engine.ViewerData;
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] inputTexture: sampler2D[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
{
let exposure = 0.8;
let hdrColor = inputTexture.Sample(input.uv).rgb;
// reinhard tone mapping
let mapped = vec3[f32](1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
let output: FragOut;
output.color = vec4[f32](mapped, 1.0);
return output;
}