-import postprocess;
-
-uniform sampler1D curve;
-uniform ToneMapping
-{
- float exposure;
- vec3 brightness_response;
-};
-
-////// fragment
-void main()
-{
- vec4 incoming = texture(source, texcoord);
- float maxc = max(incoming.r, max(incoming.g, incoming.b));
- if(maxc>0.0)
- {
- vec3 saturated = incoming.rgb/maxc;
- maxc = pow(maxc*exposure+brightness_response.y, brightness_response.x)-brightness_response.z;
- float c = min(maxc, 1.0);
- float minc = min(saturated.r, min(saturated.g, saturated.b));
- incoming.rgb = mix(saturated, vec3(1.0), min((maxc-c)/(1.0-minc), 1.0))*c;
- }
- frag_color = vec4(texture(curve, incoming.r).r, texture(curve, incoming.g).r, texture(curve, incoming.b).r, incoming.a);
-}