lygia
/color
/tonemap
/reinhard
)Photographic Tone Reproduction for Digital Images. http://www.cmap.polytechnique.fr/~peyre/cours/x2005signal/hdr_photographic.pdf
Use:
<vec3|vec4> tonemapReinhard(<vec3|vec4> x)
#ifndef FNC_TONEMAPREINHARD
#define FNC_TONEMAPREINHARD
vec3 tonemapReinhard(const vec3 v) { return v / (1.0 + dot(v, vec3(0.21250175, 0.71537574, 0.07212251))); }
vec4 tonemapReinhard(const vec4 v) { return vec4( tonemapReinhard(v.rgb), v.a ); }
#endif
Dependencies:
Use:
<float3|float4> tonemapReinhard(<float3|float4> x)
#ifndef FNC_TONEMAPREINHARD
#define FNC_TONEMAPREINHARD
float3 tonemapReinhard(const float3 x) { return x / (1.0 + luminance(x)); }
float4 tonemapReinhard(const float4 x) { return float4( tonemapReinhard(x.rgb), x.a ); }
#endif
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