Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "dh_tonemap.h"
layout(location = 0) in vec2 i_uv;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = eTonemapperInput) uniform sampler2D g_image;
layout(push_constant) uniform shaderInformation
{
Tonemapper tm;
};
void main()
{
vec4 R = texture(g_image, i_uv);
if(tm.isActive == 1)
R.xyz = applyTonemap(tm, R.xyz, i_uv);
o_color = R;
}