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openmw/files/shaders/hdr_resolve_fragment.glsl

17 lines
468 B
GLSL

#version 120
varying vec2 uv;
uniform sampler2D luminanceSceneTex;
uniform sampler2D prevLuminanceSceneTex;
uniform float osg_DeltaFrameTime;
void main()
{
float prevLum = texture2D(prevLuminanceSceneTex, vec2(0.5, 0.5)).r;
float currLum = texture2D(luminanceSceneTex, vec2(0.5, 0.5)).r;
float avgLum = exp2((currLum * @logLumRange) + @minLog);
gl_FragColor.r = prevLum + (avgLum - prevLum) * (1.0 - exp(-osg_DeltaFrameTime * @hdrExposureTime));
}