#version 120 #include "lib/luminance/constants.glsl" varying vec2 uv; uniform sampler2D sceneTex; void main() { float lum = dot(texture2D(sceneTex, uv).rgb, vec3(0.2126, 0.7152, 0.0722)); lum = max(lum, epsilon); gl_FragColor.r = clamp((log2(lum) - minLog) * invLogLumRange, 0.0, 1.0); }