20 lines
600 B
GLSL
20 lines
600 B
GLSL
vec3 ToneMapping(vec3 color)
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{
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const float startCompression = 0.8 - 0.04;
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const float desaturation = 0.15;
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float x = min(color.r, min(color.g, color.b));
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float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
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color -= offset;
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float peak = max(color.r, max(color.g, color.b));
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if (peak < startCompression) return color;
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const float d = 1. - startCompression;
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float newPeak = 1. - d * d / (peak + d - startCompression);
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color *= newPeak / peak;
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float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
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return mix(color, newPeak * vec3(1, 1, 1), g);
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}
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