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@@ -1,3 +1,5 @@
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+// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
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+
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// These encodings should have the same integer values as THREE.Linear, THREE.sRGB, etc...
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#define ENCODING_Linear 3000
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#define ENCODING_sRGB 3001
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@@ -23,7 +25,7 @@ vec4 texelDecode( in vec4 encodedTexel, in int encoding ) {
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return vec4( encodedTexel.xyz * exp2( encodedTexel.w*256.0 - 128.0 ), 1.0 );
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}
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- // TODO
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+ // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html
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//if( encoding == ENCODING_LogLuv ) {
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//}
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@@ -63,7 +65,7 @@ vec4 texelEncode( in vec4 linearRgba, in int encoding )
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return vec4( linearRgba.rgb / exp2(fExp), (fExp + 128.0) / 255.0 );
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}
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- // TODO
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+ // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html
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//if( encoding == ENCODING_LogLuv ) {
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//}
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