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[12083] | 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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