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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;
#ifdef USE_LAST_EXPOSURE
uniform sampler2D exposureMap;
#endif
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);
#ifdef USE_LAST_EXPOSURE
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
#endif
frag_color = max(vec4(s, s, s, dt), vec4(0.0));
}
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