19 lines
472 B
GLSL
19 lines
472 B
GLSL
#version 330 core
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out float adaptedLum;
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uniform sampler2D prev_lum_tex;
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uniform sampler2D current_lum_tex;
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uniform float osg_DeltaFrameTime;
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// Higher values give faster eye adaptation times
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const float TAU = 4.0;
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void main()
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{
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float prevLum = texelFetch(prev_lum_tex, ivec2(0), 0).r;
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float currentLum = exp(textureLod(current_lum_tex, vec2(0.5), 10.0).r);
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adaptedLum = prevLum + (currentLum - prevLum) *
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(1.0 - exp(-osg_DeltaFrameTime * TAU));
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}
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