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