#version 330 core uniform float exposure_compensation; const float one_over_log10 = 1.0 / log(10.0); float log10(float x) { return one_over_log10 * log(x); } // Exposure curve from 'Perceptual Effects in Real-time Tone Mapping'. // http://resources.mpi-inf.mpg.de/hdr/peffects/krawczyk05sccg.pdf float keyValue(float L) { return 1.03 - 2.0 / (log10(L + 1.0) + 2.0); } vec3 applyExposure(vec3 color, float avgLuminance, float threshold) { avgLuminance = max(avgLuminance, 0.001); float linearExposure = keyValue(avgLuminance) / avgLuminance; float exposure = log2(max(linearExposure, 0.0001)); exposure += exposure_compensation - threshold; return color * exp2(exposure); }