#version 120 #include "lib/luminance/constants.glsl" varying vec2 uv; uniform sampler2D luminanceSceneTex; uniform sampler2D prevLuminanceSceneTex; uniform float osg_DeltaFrameTime; void main() { float prevLum = texture2D(prevLuminanceSceneTex, vec2(0.5, 0.5)).r; float currLum = texture2D(luminanceSceneTex, vec2(0.5, 0.5)).r; float avgLum = exp2((currLum * logLumRange) + minLog); gl_FragColor.r = prevLum + (avgLum - prevLum) * (1.0 - exp(-osg_DeltaFrameTime * hdrExposureTime)); }