/** * @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; uniform sampler2D normalMap; uniform float diffuse_luminance_scale; 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; tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky vec3 c = texture(diffuseRect, tc).rgb; vec4 norm = texture(normalMap, tc); if (!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_HDRI) && !GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_SKIP_ATMOS)) { // Apply the diffuse luminance scale to objects but not the sky // Prevents underexposing when looking at bright environments // while still allowing for realistically bright skies. c *= diffuse_luminance_scale; } c += texture(emissiveRect, tc).rgb; float L = lum(c); frag_color = vec4(max(L, 0.0)); }