RuntimeData/shader/ToneMap/WhitePreservingLumaBasedReinhard.glsl
2020-05-22 19:59:34 +08:00

10 lines
248 B
GLSL

vec3 ToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
return linearTosRGB(color);
}