adjust exposure levels in hdr
@@ -11,7 +11,9 @@ void main() {
vec4 hdrColor = texture(hdrSampler, texCoord);
float lum = texture(lumSampler, vec2(0.5, 0.5)).r;
- float exposure = 0.011 / max(lum, 0.001);
+
+ // 255 / 32768 = 0.00778
+ float exposure = 0.012 / max(lum, 0.00778);
vec4 ldrColor = vec4(1.0) - exp(-hdrColor * exposure);
