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fgdata/Shaders/HDR/histogram_luminance.frag

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#version 330 core
layout(location = 0) out float fragLuminance;
uniform usampler2D histogram_tex;
uniform sampler2D prev_lum_tex;
uniform float osg_DeltaFrameTime;
// Higher values give faster eye adaptation times
const float TAU = 1.1;
// histogram.glsl
float bin_index_to_luminance(float bin);
void main()
{
int num_bins = textureSize(histogram_tex, 0).x; // [0, 255]
uint sum = 0u;
uint total_pixels = 0u;
// Calculate the mean of the luminance histogram.
// We start indexing at 1 to ignore the first bin, which contains the
// luminance values that are lower than our threshold.
for (int i = 1; i < num_bins; ++i) {
uint hits = texelFetch(histogram_tex, ivec2(i, 0), 0).r;
sum += uint(i) * hits;
total_pixels += hits;
}
float mean = float(sum) / max(float(total_pixels), 1.0) - 1.0;
// Transform the bin index [1, 255] to an actual luminance value
float average_lum = bin_index_to_luminance(mean);
// Simulate smooth eye adaptation over time
float prev_lum = texelFetch(prev_lum_tex, ivec2(0), 0).r;
float adapted_lum = prev_lum + (average_lum - prev_lum) *
(1.0 - exp(-osg_DeltaFrameTime * TAU));
fragLuminance = adapted_lum;
}