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+/**
+ * @file exposureF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+uniform float dt;
+
+void main()
+{
+ int samples = 16;
+ float step = 1.0/(samples-4);
+
+ float start = step;
+ float end = 1.0-step;
+
+ float w = 0.0;
+
+ vec3 col;
+
+ for (float x = start; x <= end; x += step)
+ {
+ for (float y = start; y <= end; y += step)
+ {
+ vec2 tc = vec2(x,y);
+ w += 1.0;
+ col += texture(diffuseRect, tc).rgb;
+ }
+ }
+
+ col /= w;
+
+ // calculate luminance the same way LLColor4::calcHSL does
+ float mx = max(max(col.r, col.g), col.b);
+ float mn = min(min(col.r, col.g), col.b);
+ float lum = (mx + mn) * 0.5;
+
+ frag_color = vec4(lum, lum, lum, dt);
+}
+