// 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 = 0.; 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); perChannel = pow(perChannel, vec4(2.2)); 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); }