RuntimeData/shader/ToneMap/LumaBasedReinhard.glsl

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2020-05-22 19:59:34 +08:00
vec3 ToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
return linearTosRGB(color);
}