1#define TONEMAPPING_PASS 7#import bevy_core_pipeline::{ 8 fullscreen_vertex_shader::FullscreenVertexOutput, 9 tonemapping::{tone_mapping, screen_space_dither}, 12@group(0) @binding(0) var<uniform> view: View; 14@group(0) @binding(1) var hdr_texture: texture_2d<f32>; 15@group(0) @binding(2) var hdr_sampler: sampler; 16@group(0) @binding(3) var dt_lut_texture: texture_3d<f32>; 17@group(0) @binding(4) var dt_lut_sampler: sampler; 20fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> { 21 let hdr_color = textureSample(hdr_texture, hdr_sampler, in.uv); 23 var output_rgb = tone_mapping(hdr_color, view.color_grading).rgb; 26 output_rgb = powsafe(output_rgb.rgb, 1.0 / 2.2); 27 output_rgb = output_rgb + screen_space_dither(in.position.xy); 30 output_rgb = powsafe(output_rgb.rgb, 2.2); 33 return vec4<f32>(output_rgb, hdr_color.a);