69 lines
2.0 KiB
GLSL
69 lines
2.0 KiB
GLSL
/**
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* @file luminanceF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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/*[EXTRA_CODE_HERE]*/
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// take a luminance sample of diffuseRect and emissiveRect
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out vec4 frag_color;
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in vec2 vary_fragcoord;
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uniform sampler2D diffuseRect;
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uniform sampler2D emissiveRect;
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uniform sampler2D normalMap;
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uniform float diffuse_luminance_scale;
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float lum(vec3 col)
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{
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vec3 l = vec3(0.2126, 0.7152, 0.0722);
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return dot(l, col);
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}
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void main()
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{
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vec2 tc = vary_fragcoord*0.6+0.2;
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tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
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vec3 c = texture(diffuseRect, tc).rgb;
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vec4 norm = texture(normalMap, tc);
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if (!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_HDRI) &&
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!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_SKIP_ATMOS))
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{
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// Apply the diffuse luminance scale to objects but not the sky
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// Prevents underexposing when looking at bright environments
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// while still allowing for realistically bright skies.
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c *= diffuse_luminance_scale;
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}
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c += texture(emissiveRect, tc).rgb;
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float L = lum(c);
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frag_color = vec4(max(L, 0.0));
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}
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