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15 lines
402 B
GLSL
15 lines
402 B
GLSL
#version 120
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varying vec2 uv;
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uniform sampler2D luminanceSceneTex;
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uniform sampler2D prevLuminanceSceneTex;
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void main()
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{
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float prevLum = texture2D(prevLuminanceSceneTex, vec2(0.5, 0.5)).r;
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float l = texture2D(luminanceSceneTex, vec2(0.5, 0.5)).r;
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float weightedAvgLum = exp2((l * @logLumRange) + @minLog);
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gl_FragColor.r = prevLum + (weightedAvgLum - prevLum) * @hdrExposureTime;
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}
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