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1 | const float MIDDLE_GREY = 0.72; |
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2 | const float FUDGE = 0.001; |
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3 | const float L_WHITE = 1.5; |
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4 | |
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5 | /** Tone mapping function |
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6 | @note Only affects rgb, not a |
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7 | @param inColour The HDR colour |
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8 | @param lum The scene lumninence |
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9 | @returns Tone mapped colour |
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10 | */ |
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11 | vec4 toneMap(in vec4 inColour, in float lum) |
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12 | { |
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13 | // From Reinhard et al |
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14 | // "Photographic Tone Reproduction for Digital Images" |
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15 | |
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16 | // Initial luminence scaling (equation 2) |
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17 | inColour.rgb *= MIDDLE_GREY / (FUDGE + lum); |
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18 | |
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19 | // Control white out (equation 4 nom) |
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20 | inColour.rgb *= (1.0 + inColour.rgb / L_WHITE); |
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21 | |
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22 | // Final mapping (equation 4 denom) |
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23 | inColour.rgb /= (1.0 + inColour.rgb); |
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24 | |
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25 | return inColour; |
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26 | |
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27 | } |
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28 | |
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29 | |
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