Constants
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Functions
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
from https://64.github.io/tonemapping/ reinhard on RGB oversaturates colors
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
luminance coefficients from Rec. 709. https://en.wikipedia.org/wiki/Rec._709
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Used by 3 shaders in bevy_sprite 0.15.3
Source: Advanced VR Rendering, GDC 2015, Alex Vlachos, Valve, Slide 49 https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
Used by 3 shaders in bevy_sprite 0.15.3
This is an incredibly crude approximation of the inverse of the tone mapping function. We assume here that there’s a simple linear relationship between the input and output which is not true at all, but useful to at least preserve the overall luminance of colors when sampling from an already tonemapped image. (e.g. for transmissive materials when HDR is off)
Increase color saturation of the given color data. :param color: expected sRGB primaries input :param saturationAmount: expected 0-1 range with 1=neutral, 0=no saturation. – ref[2] [4]