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libs/qglengine/shaders/ds_tonemap.glsl

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GLSL

// 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;
}