39 lines
981 B
GLSL
39 lines
981 B
GLSL
// From http://www.ceng.metu.edu.tr/~akyuz/files/hdrgpu.pdf
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uniform sampler2D tex;
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uniform sampler2D logluminancetex;
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uniform float exposure = .09;
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uniform float Lwhite = 1.;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getCIEYxy(vec3 rgbColor);
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vec3 getRGBFromCIEXxy(vec3 YxyColor);
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float delta = .0001;
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float saturation = 1.;
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void main()
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{
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vec4 col = texture(tex, uv);
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float avgLw = textureLod(logluminancetex, uv, 10.).x;
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avgLw = max(exp(avgLw) - delta, delta);
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vec3 Cw = getCIEYxy(col.xyz);
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float Lw = Cw.y;
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/* Reinhard, for reference */
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// float L = Lw * exposure / avgLw;
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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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// Uncharted2 tonemap with Auria's custom coefficients
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vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
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perChannel = pow(perChannel, vec4(2.2));
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FragColor = vec4(perChannel.xyz, 1.);
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}
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