// vert // void main(void) { gl_Position = qgl_ftransform(); } // frag // uniform sampler2D tex_0, tex_sum; const vec3 luma = vec3(0.299, 0.587, 0.114); void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 src = texelFetch(tex_0, tc, 0); vec4 sum = texelFetch(tex_sum, ivec2(0,0), 0); vec3 res = src.rgb; float l = dot(res, luma); float g = 2.2/dot(sum.rgb, luma); res /= l; //res = log(res + vec3(2.)) - log(vec3(2.)); //res = pow(res,vec3(1/2.2)); //l = pow(l,1/2.2); l = 1 - exp(-l*g); //l /= 100; //res = pow(res,vec3(2.2)); //l = pow(l,2.2); qgl_FragColor.rgb = res * l; //qgl_FragColor.rgb = sum.rgb*10; }