/** * @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)); }