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- $input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
- /*
- * 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);
- SAMPLER2D(s_texBlur, 2);
- void main()
- {
- vec3 rgb = decodeRGBE8(texture2D(s_texColor, v_texcoord0) );
- float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
- vec3 Yxy = convertRGB2Yxy(rgb);
- float middleGray = u_tonemap.x;
- float whiteSqr = u_tonemap.y;
- float threshold = u_tonemap.z;
- float offset = u_tonemap.w;
- float lp = Yxy.x * middleGray / (lum + 0.0001);
- Yxy.x = reinhard2(lp, whiteSqr);
- rgb = convertYxy2RGB(Yxy);
- vec4 blur = blur9(s_texBlur
- , v_texcoord0
- , v_texcoord1
- , v_texcoord2
- , v_texcoord3
- , v_texcoord4
- );
- rgb += 0.6 * blur.xyz;
- gl_FragColor = toGamma(vec4(rgb, 1.0) );
- }
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