Hi,

First thanks J.P. for your answer. I've already tried to use glFragColor.xyz or glFragData[0].xyz, but I've seen no changes :-( For me the shader seems to be good, and problem somewhere with the FBOs, but I can't find where...

But thanks for your suggestion !!


Second, yes Sukender you can simulate eye adaptation with tone mapping. In fact, Art Tevs has already done that in OSG PPU with the shader called "luminance_adapted_fp.glsl". It's really simple, just a small memory with the past eye adaptation value. If you use a HDR image (loaded in osgppu.cpp, in the hdr demo) with the hdrppu.h defined by Art, you can see eye adaptation with a zoom in the picture and quick displacement ;-)

Josselin.

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