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13 lines
266 B
GLSL
13 lines
266 B
GLSL
#version 120
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varying vec2 uv;
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uniform sampler2D sceneTex;
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void main()
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{
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float lum = dot(texture2D(sceneTex, uv).rgb, vec3(0.2126, 0.7152, 0.0722));
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lum = max(lum, @epsilon);
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gl_FragColor.r = clamp((log2(lum) - @minLog) * @invLogLumRange, 0.0, 1.0);
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}
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