From 230076ffcbd05ecf8a05c165a95fec7823687c4a Mon Sep 17 00:00:00 2001 From: Vincent Lejeune Date: Tue, 22 Apr 2014 00:44:49 +0200 Subject: [PATCH] Revert "Use a less intrusive delta value" This reverts commit d7e3976ef57afefe8a26c68c273f73bd29c3c835. --- data/shaders/logluminance.frag | 2 +- data/shaders/tonemap.frag | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/data/shaders/logluminance.frag b/data/shaders/logluminance.frag index 309bbde40..7ec515f78 100644 --- a/data/shaders/logluminance.frag +++ b/data/shaders/logluminance.frag @@ -3,7 +3,7 @@ uniform sampler2D tex; in vec2 uv; out vec4 FragColor; -float delta = .0001; +float delta = .1; void main() { diff --git a/data/shaders/tonemap.frag b/data/shaders/tonemap.frag index 9718adcb5..95fd7dc4e 100644 --- a/data/shaders/tonemap.frag +++ b/data/shaders/tonemap.frag @@ -9,15 +9,15 @@ out vec4 FragColor; vec3 getCIEYxy(vec3 rgbColor); vec3 getRGBFromCIEXxy(vec3 YxyColor); -float exposure = .2; +float exposure = .3; float whitePoint = 1.; -float delta = .0001; +float delta = .1; void main() { vec4 col = texture(tex, uv); float avgLuminance = textureLod(logluminancetex, uv, 10.).x; - avgLuminance = max(exp(avgLuminance) - delta, delta); + avgLuminance = exp(avgLuminance) - delta; vec3 Yxy = getCIEYxy(col.xyz); float Lp = Yxy.r * exposure / avgLuminance;