--- /dev/null
+import postprocess;
+
+uniform sampler1D curve;
+uniform ToneMapping
+{
+ float exposure;
+ vec3 brightness_response;
+};
+
+#pragma MSP stage(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);
+}