/** * @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 sampler2D emissiveRect; 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; } void main() { float step = 1.0/16.0; 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 s = clamp(0.1/L, 0.5, 2.5); 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 = vec4(s, s, s, dt); }