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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
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
uniform float dt;
void main()
{
int samples = 16;
float step = 1.0/(samples-4);
float start = step;
float end = 1.0-step;
float w = 0.0;
vec3 col;
for (float x = start; x <= end; x += step)
{
for (float y = start; y <= end; y += step)
{
vec2 tc = vec2(x,y);
w += 1.0;
col += texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
}
}
col /= w;
// calculate luminance the same way LLColor4::calcHSL does
float mx = max(max(col.r, col.g), col.b);
float mn = min(min(col.r, col.g), col.b);
float lum = (mx + mn) * 0.5;
frag_color = vec4(lum, lum, lum, dt);
}
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