v4k-git-backup/demos/art/fx/fxTonemapExposure.fs

14 lines
365 B
GLSL

// exposure tone mapping
// https://learnopengl.com/Advanced-Lighting/HDR
uniform float exposure = 1.0; // [0.1 .. 5]
out vec4 color;
void main(void) {
vec2 uv = TEXCOORD.st;
vec4 HDR_color = texture2D(iChannel0, uv); // HDR_color, SRGB texture
vec3 mapped = vec3(1.0) - exp(-HDR_color.xyz * exposure);
color = vec4( mapped.xyz, HDR_color.a );
}