diff options
author | Dave Parks <davep@lindenlab.com> | 2023-03-30 18:19:32 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2023-03-30 18:19:32 -0500 |
commit | 46702c4e80e96cd8dbe7f37d5c14fbb1830e798d (patch) | |
tree | 69e16b29fc885574b4e5d4452fbc3392ff08553a /indra/newview/app_settings/shaders/class1/deferred | |
parent | 70bdf55439a57116cbd2c9bb32e78a8ada251d78 (diff) |
DRTVWR-559 Auto exposure tuning.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 9 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 |
2 files changed, 5 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 1c1984e8ee..861b78c961 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -36,12 +36,11 @@ uniform sampler2D exposureMap; uniform float dt; uniform vec2 noiseVec; -// calculate luminance the same way LLColor4::calcHSL does + float lum(vec3 col) { - float mx = max(max(col.r, col.g), col.b); - float mn = min(min(col.r, col.g), col.b); - return (mx + mn) * 0.5; + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); } void main() @@ -82,7 +81,7 @@ void main() float L = lum(col); - float s = clamp(0.1/L, 0.5, 2.5); + float s = clamp(0.175/L, 0.125, 1.3); float prev = texture(exposureMap, vec2(0.5,0.5)).r; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index fc6291d438..62d134188c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes |