Rie :godot: on Nostr: This is Godot's implementation of Reinhard tonemapping: vec3 tonemap_reinhard(vec3 ...
This is Godot's implementation of Reinhard tonemapping:
vec3 tonemap_reinhard(vec3 color, float white) {
return (white * color + color) / (color * white + white);
}
I can't figure out how this is related to any of the formulas given in Reinhard's original paper ( https://www-old.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf ).
Is this some sort of less well-known variation?
vec3 tonemap_reinhard(vec3 color, float white) {
return (white * color + color) / (color * white + white);
}
I can't figure out how this is related to any of the formulas given in Reinhard's original paper ( https://www-old.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf ).
Is this some sort of less well-known variation?