diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-04-05 16:48:34 -0500 |
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committer | GitHub <noreply@github.com> | 2023-04-05 16:48:34 -0500 |
commit | 5bf60f5d9e722f6210572fd92e79e9994abd2ec1 (patch) | |
tree | 5fa1c538ff87e0e34af61e1edd2c60807bd2a446 /indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | |
parent | 1f79379bf215c5368337c64b4f72c7c9ef3e09c2 (diff) |
SL-19538 Followup -- fix for dynamic exposure having large gaps in it… (#157)
* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling.
* SL-19538 Followup -- review feedback changes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 38 |
1 files changed, 2 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 4c860cdde0..3eda2b9050 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -29,7 +29,6 @@ out vec4 frag_color; -uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; uniform sampler2D exposureMap; @@ -46,45 +45,12 @@ float lum(vec3 col) void main() { - float step = 1.0/16.0; + vec2 tc = vec2(0.5,0.5); - float start = step; - float end = 1.0-step; - - float w = 0.0; - - vec3 col; - - //vec2 nz = noiseVec * step * 0.5; - - for (float x = start; x <= end; x += step) - { - for (float y = start; y <= end; y += step) - { - vec2 tc = vec2(x,y); // + nz; - vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; - float L = max(lum(c), 0.25); - - float d = length(vec2(0.5)-tc); - d = 1.0-d; - d *= d; - d *= d; - d *= d; - L *= d; - - w += L; - - col += c * L; - } - } - - col /= w; - - float L = lum(col); + float L = textureLod(emissiveRect, tc, 8).r; float s = clamp(dynamic_exposure_params.x/L, dynamic_exposure_params.y, dynamic_exposure_params.z); - float prev = texture(exposureMap, vec2(0.5,0.5)).r; s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); |