HDR – Skript

uniform sampler2D bgl_LuminanceTexture;
uniform sampler2D bgl_RenderedTexture;
 
uniform float avgL;
uniform float HDRamount;
 
vec2 texcoord = vec2(gl_TexCoord[0]).st;
 
void main(void)
{
 float contrast = avgL;
 float brightness = avgL * HDRamount;
 
 vec4 value = texture2D(bgl_RenderedTexture, texcoord);
 
 gl_FragColor = (value/contrast)-brightness;
 
}