Disable auto exposure for now.
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@ -204,6 +204,9 @@ void main()
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#else
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//#define AUTO_EXPOSURE
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uniform sampler2D tex;
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uniform sampler2D dtex;
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uniform vec3 inlevel;
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@ -223,20 +226,22 @@ vec3 getCIEYxy(vec3 rgbColor);
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vec3 getRGBFromCIEXxy(vec3 YxyColor);
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float exposure = .1;
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float whitePoint = 1.;
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float whitePoint = 2.5;
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float delta = 0.0001;
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void main()
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{
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vec4 col = texture(tex, uv);
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float avgLuminance = textureLod(logluminancetex, uv, 10.);
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#ifdef AUTO_EXPOSURE
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float avgLuminance = textureLod(logluminancetex, uv, 10.).x;
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avgLuminance = exp(avgLuminance) - delta;
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vec3 Yxy = getCIEYxy(col.xyz);
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float a = max(0, 1.5 - 1.5 / (avgLuminance * .1 + 1)) + .1;
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float Lp = Yxy.r * a / avgLuminance;
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Yxy.r = Lp;//(Lp * (1. * Lp / (whitePoint * whitePoint))) / (1. + Lp);
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Yxy.r = (Lp * (1. * Lp / (whitePoint * whitePoint))) / (1. + Lp);
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col.xyz = getRGBFromCIEXxy(Yxy);
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#endif
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = invprojm * (2.0 * vec4(uv, curdepth, 1.0f) - 1.0f);
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