Hi - HG1 sent me some GLSL shaders for HDR tonemapping, I tried to implement one of them in nodes, but…
float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR
{
float3 texColor = tex2D(Texture0, texCoord );
texColor *= 16.0; // Hardcoded Exposure Adjustment
float3 retColor = pow(texColor,1.0/2.2);
return float4(retColor,1.0);
}
I have a color output from reflections which I am trying to filter through this, I use HDR image(.hdr). When I set up this node setup:
But what I get is ultra-bright, almost single color metals(which consists of only reflections) and all the reflection of the surface is brightened, not just theese bright parts as sky. I wanna achieve the same as setting this node(with HDR image) in BI render where it outputs very correct results.

