// auto-exposure on the GPU: the scene's mean luminance from the top of its mip chain, // eased toward from the previous frame's value, written to a 1x1 texture the tonemapper // reads. Nothing comes back to the CPU (a readback there waited for the whole frame's // GPU work and serialised the two: 34 ms -> the sum of both, measured 2026-09-09). in vec2 v_uv; out vec4 o_color; uniform sampler2D u_scene; uniform sampler2D u_prev; uniform float u_lod; uniform float u_key; uniform float u_max; uniform float u_rate; uniform float u_reset; void main() { vec3 c = textureLod(u_scene, vec2(0.5), u_lod).rgb; c = clamp(c, vec3(0.0), vec3(1.0e5)); float lum = dot(c, vec3(0.2126, 0.7152, 0.0722)); float target = clamp(u_key / max(lum, 0.001), 0.02, u_max); float prev = texture(u_prev, vec2(0.5)).r; float e = mix(prev, target, u_rate); if (u_reset > 0.5 || !(prev > 0.0)) e = target; o_color = vec4(e, 0.0, 0.0, 1.0); }