diff --git a/data/shaders/tonemap.frag b/data/shaders/tonemap.frag index 1ebd6c119..47832801a 100644 --- a/data/shaders/tonemap.frag +++ b/data/shaders/tonemap.frag @@ -1,9 +1,4 @@ -// From http://www.ceng.metu.edu.tr/~akyuz/files/hdrgpu.pdf - uniform sampler2D tex; -uniform sampler2D logluminancetex; -uniform float exposure = .09; -uniform float Lwhite = 1.; uniform float vignette_weight; out vec4 FragColor; @@ -11,25 +6,10 @@ out vec4 FragColor; vec3 getCIEYxy(vec3 rgbColor); vec3 getRGBFromCIEXxy(vec3 YxyColor); - -float delta = .0001; -float saturation = 1.; - void main() { vec2 uv = gl_FragCoord.xy / screen; vec4 col = texture(tex, uv); - float avgLw = textureLod(logluminancetex, uv, 10.).x; - avgLw = max(exp(avgLw) - delta, delta); - - vec3 Cw = getCIEYxy(col.xyz); - float Lw = Cw.y; - - /* Reinhard, for reference */ -// float L = Lw * exposure / avgLw; -// float Ld = L * (1. + L / (Lwhite * Lwhite)); -// Ld /= (1. + L); -// FragColor = vec4(Ld * pow(col.xyz / Lw, vec3(saturation)), 1.); // Uncharted2 tonemap with Auria's custom coefficients vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06); @@ -38,7 +18,6 @@ void main() vec2 inside = uv - 0.5; float vignette = 1. - dot(inside, inside) * vignette_weight; vignette = clamp(pow(vignette, 0.8), 0., 1.); - //vignette = clamp(vignette + vignette - 0.5, 0., 1.15); FragColor = vec4(perChannel.xyz * vignette, col.a); }