2013-12-24 14:00:32 +00:00
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uniform float exposure;
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2013-12-22 17:47:24 +00:00
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float _uncharted2Tonemap(float x)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
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}
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2013-12-26 18:03:19 +00:00
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/*vec4 applyToneMapping(vec4 color)
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2013-12-24 14:00:32 +00:00
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{
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2013-12-26 18:03:19 +00:00
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float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
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return vec4(((color * e) / (1.0 + color * e)).rgb, 1.0);
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}*/
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2013-12-24 14:00:32 +00:00
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2013-12-26 18:03:19 +00:00
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vec4 applyToneMapping(vec4 color)
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2013-12-22 17:47:24 +00:00
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{
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2013-12-26 18:03:19 +00:00
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float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0));
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2013-12-22 17:47:24 +00:00
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float W = 11.2;
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float white_scale = 1.0 / _uncharted2Tonemap(W);
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vec4 result;
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2013-12-26 18:03:19 +00:00
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result.r = pow(_uncharted2Tonemap(color.r * e) * white_scale, 1.0 / 2.2);
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result.g = pow(_uncharted2Tonemap(color.g * e) * white_scale, 1.0 / 2.2);
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result.b = pow(_uncharted2Tonemap(color.b * e) * white_scale, 1.0 / 2.2);
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2013-12-22 17:47:24 +00:00
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result.a = 1.0;
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return result;
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2013-12-26 18:03:19 +00:00
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}
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