exposure.glsl 2.4 KB

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  1. /* clang-format off */
  2. [vertex]
  3. layout(location = 0) in highp vec4 vertex_attrib;
  4. /* clang-format on */
  5. void main() {
  6. gl_Position = vertex_attrib;
  7. }
  8. /* clang-format off */
  9. [fragment]
  10. uniform highp sampler2D source_exposure; //texunit:0
  11. /* clang-format on */
  12. #ifdef EXPOSURE_BEGIN
  13. uniform highp ivec2 source_render_size;
  14. uniform highp ivec2 target_size;
  15. #endif
  16. #ifdef EXPOSURE_END
  17. uniform highp sampler2D prev_exposure; //texunit:1
  18. uniform highp float exposure_adjust;
  19. uniform highp float min_luminance;
  20. uniform highp float max_luminance;
  21. #endif
  22. layout(location = 0) out highp float exposure;
  23. void main() {
  24. #ifdef EXPOSURE_BEGIN
  25. ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size;
  26. #if 1
  27. //more precise and expensive, but less jittery
  28. ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size;
  29. next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
  30. highp vec3 source_color = vec3(0.0);
  31. for (int i = src_pos.x; i < next_pos.x; i++) {
  32. for (int j = src_pos.y; j < next_pos.y; j++) {
  33. source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
  34. }
  35. }
  36. source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
  37. #else
  38. highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb;
  39. #endif
  40. exposure = max(source_color.r, max(source_color.g, source_color.b));
  41. #else
  42. ivec2 coord = ivec2(gl_FragCoord.xy);
  43. exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r;
  44. exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r;
  45. exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r;
  46. exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r;
  47. exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r;
  48. exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r;
  49. exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r;
  50. exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r;
  51. exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r;
  52. exposure *= (1.0 / 9.0);
  53. #ifdef EXPOSURE_END
  54. #ifdef EXPOSURE_FORCE_SET
  55. //will stay as is
  56. #else
  57. highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure
  58. exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance);
  59. #endif //EXPOSURE_FORCE_SET
  60. #endif //EXPOSURE_END
  61. #endif //EXPOSURE_BEGIN
  62. }