f53a170539
We also now pre-expose our lighting before writing to the HDR buffers. This solves some precision issues and prevents the Sun from producing infinite values.
28 lines
631 B
GLSL
28 lines
631 B
GLSL
#version 330 core
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float linear_srgb_to_luminance(vec3 color)
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{
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return dot(color, vec3(0.2126, 0.7152, 0.0722));
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}
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/*
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* Transform an sRGB color to linear sRGB.
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*/
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vec3 eotf_inverse_sRGB(vec3 srgb)
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{
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vec3 a = srgb / 12.92;
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vec3 b = pow((srgb + 0.055) / 1.055, vec3(2.4));
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vec3 c = step(vec3(0.04045), srgb);
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return mix(a, b, c);
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}
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/*
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* Transform a linear sRGB color to sRGB (gamma correction).
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*/
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vec3 eotf_sRGB(vec3 linear_srgb)
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{
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vec3 a = 12.92 * linear_srgb;
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vec3 b = 1.055 * pow(linear_srgb, vec3(1.0 / 2.4)) - 0.055;
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vec3 c = step(vec3(0.0031308), linear_srgb);
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return mix(a, b, c);
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}
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