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diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
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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
+ * $/LicenseInfo$
+ */
+
+/*[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));
+}
+