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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- ANKI_SPECIALIZATION_CONSTANT_UVEC2(FB_SIZE, 0, UVec2(1));
- const UVec2 WORKGROUP_SIZE = UVec2(16, 16);
- #pragma anki start comp
- #include <shaders/Common.glsl>
- #include <shaders/Tonemapping.glsl>
- layout(local_size_x = WORKGROUP_SIZE.x, local_size_y = WORKGROUP_SIZE.y, local_size_z = 1) in;
- // Vars
- layout(set = 0, binding = 0) uniform sampler u_linearAnyClampSampler;
- layout(set = 0, binding = 1) uniform texture2D u_tex; ///< Its the IS RT
- layout(push_constant) uniform pc_
- {
- Vec4 u_thresholdScalePad2;
- };
- layout(set = 0, binding = 2, std140) readonly buffer ss0_
- {
- Vec4 u_averageLuminancePad3;
- };
- layout(set = 0, binding = 3) writeonly uniform image2D out_img;
- void main()
- {
- if((FB_SIZE.x % WORKGROUP_SIZE.x) != 0u || (FB_SIZE.y % WORKGROUP_SIZE.y) != 0u) // This check is free
- {
- if(gl_GlobalInvocationID.x >= FB_SIZE.x || gl_GlobalInvocationID.y >= FB_SIZE.y)
- {
- return;
- }
- }
- const Vec2 uv = (Vec2(gl_GlobalInvocationID.xy) + 0.5) / Vec2(FB_SIZE);
- Vec3 color = textureLod(u_tex, u_linearAnyClampSampler, uv, 0.0).rgb;
- color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), uv, 0.0, ivec2(+1, +1)).rgb;
- color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), uv, 0.0, ivec2(-1, -1)).rgb;
- color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), uv, 0.0, ivec2(-1, +1)).rgb;
- color += textureLodOffset(sampler2D(u_tex, u_linearAnyClampSampler), uv, 0.0, ivec2(+1, -1)).rgb;
- color *= (1.0 / 5.0);
- color = tonemap(color, u_averageLuminancePad3.x, u_thresholdScalePad2.x) * u_thresholdScalePad2.y;
- imageStore(out_img, IVec2(gl_GlobalInvocationID.xy), Vec4(color, 0.0));
- }
- #pragma anki end
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