diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl new file mode 100644 index 0000000000..9ac4ceb37e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -0,0 +1,61 @@ +/** + * @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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D emissiveRect; +uniform sampler2D exposureMap; + +uniform float dt; +uniform vec2 noiseVec; + +uniform vec3 dynamic_exposure_params; + +float lum(vec3 col) +{ + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); +} + +void main() +{ + vec2 tc = vec2(0.5,0.5); + + float L = textureLod(emissiveRect, tc, 8).r; + float max_L = dynamic_exposure_params.x; + L = clamp(L, 0.0, max_L); + L /= max_L; + L = pow(L, 2.0); + float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L); + + float prev = texture(exposureMap, vec2(0.5,0.5)).r; + + s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); + + frag_color = max(vec4(s, s, s, dt), vec4(0.0)); +} + |