Auria provided tonemap coefficients
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@ -24,13 +24,15 @@ void main()
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vec3 Cw = getCIEYxy(col.xyz);
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vec3 Cw = getCIEYxy(col.xyz);
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float Lw = Cw.y;
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float Lw = Cw.y;
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/* float L = Lw * exposure / avgLw;
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/* Reinhard, for reference */
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float Ld = L * (1. + L / (Lwhite * Lwhite));
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// float L = Lw * exposure / avgLw;
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Ld /= (1. + L);*/
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// float Ld = L * (1. + L / (Lwhite * Lwhite));
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// Ld /= (1. + L);
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// FragColor = vec4(Ld * pow(col.xyz / Lw, vec3(saturation)), 1.);
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float Ld = (Lw * (6.2 * Lw + .5)) / (Lw * (6.2 * Lw + 1.7) + 0.06);
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// Uncharted2 tonemap with Auria's custom coefficients
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Ld = pow(Ld, 2.2);
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vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.5 * col + 1.7) + 0.06);
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perChannel = pow(perChannel, vec4(2.2));
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FragColor = vec4(Ld * pow(col.xyz / Lw, vec3(saturation)), 1.);
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FragColor = vec4(perChannel.xyz, 1.);
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}
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}
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