Some debug features for color corrections and glow strength fix.
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@@ -3,6 +3,7 @@
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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uniform float Exposure;
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uniform float Gamma;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -12,7 +13,6 @@ out vec4 fragmentColor;
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void main()
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{
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const float gamma = 2.2;
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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hdrColor += bloomColor;
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@@ -21,7 +21,7 @@ void main()
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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//gamme correction
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result = pow(result, vec3(1.0 / gamma));
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result = pow(result, vec3(1.0 / Gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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@@ -160,7 +160,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel;
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color_result += glowTexel*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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