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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 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 = 1.0/32.0;
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, 4.0);
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
s = mix(prev, s, min(dt*2.0, 0.04));
frag_color = vec4(s, s, s, dt);
}
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