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/**
* @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(GBUFFER_FLAG_HAS_HDRI) &&
!GET_GBUFFER_FLAG(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));
}
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