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99 lines
2.2 KiB
GLSL
99 lines
2.2 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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void main() {
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gl_Position = vertex_attrib;
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}
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[fragment]
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uniform highp sampler2D source_exposure; //texunit:0
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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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