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- $input v_texcoord0
- /*
- * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "common.sh"
- SAMPLER2D(s_texColor, 0);
- SAMPLER2D(s_texLum, 1);
- void main()
- {
- float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
- vec3 rgb = vec3(0.0, 0.0, 0.0);
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) );
- rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) );
- rgb *= 1.0/9.0;
- float middleGray = u_tonemap.x;
- float whiteSqr = u_tonemap.y;
- float threshold = u_tonemap.z;
- float offset = u_tonemap.w;
- rgb = max(vec3_splat(0.0), rgb - threshold) * middleGray / (lum + 0.0001);
- rgb = reinhard2(rgb, whiteSqr);
- gl_FragColor = toGamma(vec4(rgb, 1.0) );
- }
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