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fgdata/Shaders/HDR/exposure-include.frag
2021-07-31 19:13:19 +02:00

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741 B
GLSL

#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);
}
// Custom exposure curve based on the one proposed on
// 'Perceptual Effects in Real-time Tone Mapping'.
// http://resources.mpi-inf.mpg.de/hdr/peffects/krawczyk05sccg.pdf
float keyValue(float L)
{
return 0.82 - 2.0 / (log10(L + 0.84) + 2.6);
}
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);
}