add tonemapping shaders
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9
shader/ToneMap/WhitePreservingLumaBasedReinhard.glsl
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9
shader/ToneMap/WhitePreservingLumaBasedReinhard.glsl
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vec3 ToneMapping(vec3 color)
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{
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float white = 2.;
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
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color *= toneMappedLuma / luma;
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return linearTosRGB(color);
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}
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