39 lines
973 B
GLSL
39 lines
973 B
GLSL
// https://www.shadertoy.com/view/lslGzl
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vec3 tonemapReinhard(const vec3 color) {
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// color *= toneMappingExposure;
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return color / (color + vec3(1.0));
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}
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vec3 simpleReinhardToneMapping(vec3 color)
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{
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float exposure = 1.5;
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color *= exposure/(1. + color / exposure);
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return color;
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}
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vec3 lumaBasedReinhardToneMapping(vec3 color)
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{
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma / (1. + luma);
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color *= toneMappedLuma / luma;
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return color;
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}
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vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
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{
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float white = 2.;
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
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color *= toneMappedLuma / luma;
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return color;
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}
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out vec4 color;
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void main(void) {
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vec2 uv = TEXCOORD.st;
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vec4 src = texture2D(iChannel0, uv);
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color = vec4( whitePreservingLumaBasedReinhardToneMapping(src.xyz), src.a);
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}
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