diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl | 38 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl | 52 |
2 files changed, 54 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)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl new file mode 100644 index 0000000000..e63e666778 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -0,0 +1,52 @@ +/** + * @file luminanceF.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]*/ + +// take a luminance sample of diffuseRect and emissiveRect + +out vec4 frag_color; + +in vec2 vary_fragcoord; + +uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; + +float lum(vec3 col) +{ + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); +} + +void main() +{ + vec2 tc = vary_fragcoord*0.6+0.2; + vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + float L = lum(c); + + frag_color = vec4(L); +} + |