86 lines
2.4 KiB
GLSL
86 lines
2.4 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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void main() {
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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uniform highp sampler2D source_exposure; //texunit:0
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/* clang-format on */
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#ifdef EXPOSURE_BEGIN
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uniform highp ivec2 source_render_size;
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uniform highp ivec2 target_size;
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#endif
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#ifdef EXPOSURE_END
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uniform highp sampler2D prev_exposure; //texunit:1
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uniform highp float exposure_adjust;
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uniform highp float min_luminance;
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uniform highp float max_luminance;
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#endif
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layout(location = 0) out highp float exposure;
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void main() {
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#ifdef EXPOSURE_BEGIN
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ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size;
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#if 1
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//more precise and expensive, but less jittery
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ivec2 next_pos = (ivec2(gl_FragCoord.xy) + ivec2(1)) * source_render_size / target_size;
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next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
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highp vec3 source_color = vec3(0.0);
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for (int i = src_pos.x; i < next_pos.x; i++) {
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for (int j = src_pos.y; j < next_pos.y; j++) {
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source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
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}
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}
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source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
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#else
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highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb;
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#endif
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exposure = max(source_color.r, max(source_color.g, source_color.b));
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#else
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ivec2 coord = ivec2(gl_FragCoord.xy);
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exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r;
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exposure *= (1.0 / 9.0);
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#ifdef EXPOSURE_END
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#ifdef EXPOSURE_FORCE_SET
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//will stay as is
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#else
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highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure
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exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance);
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#endif //EXPOSURE_FORCE_SET
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#endif //EXPOSURE_END
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#endif //EXPOSURE_BEGIN
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}
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