8947242de4
It currently generates way too much HDR.
14 lines
255 B
GLSL
14 lines
255 B
GLSL
uniform sampler2D tex;
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in vec2 uv;
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out vec4 FragColor;
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float delta = .1;
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void main()
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{
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vec3 weight = vec3(0.2125f, 0.7154f, 0.0721f);
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vec3 col = texture(tex, uv).xyz;
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float luma = dot(col, weight);
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FragColor = vec4(log(luma + delta));
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} |