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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