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path: root/drivers/gles2/shaders/exposure.glsl
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Diffstat (limited to 'drivers/gles2/shaders/exposure.glsl')
-rw-r--r--drivers/gles2/shaders/exposure.glsl86
1 files changed, 0 insertions, 86 deletions
diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl
deleted file mode 100644
index c20812bfa3..0000000000
--- a/drivers/gles2/shaders/exposure.glsl
+++ /dev/null
@@ -1,86 +0,0 @@
-/* clang-format off */
-[vertex]
-
-layout(location = 0) in highp vec4 vertex_attrib;
-/* clang-format on */
-
-void main() {
- gl_Position = vertex_attrib;
-}
-
-/* clang-format off */
-[fragment]
-
-uniform highp sampler2D source_exposure; //texunit:0
-/* clang-format on */
-
-#ifdef EXPOSURE_BEGIN
-
-uniform highp ivec2 source_render_size;
-uniform highp ivec2 target_size;
-
-#endif
-
-#ifdef EXPOSURE_END
-
-uniform highp sampler2D prev_exposure; //texunit:1
-uniform highp float exposure_adjust;
-uniform highp float min_luminance;
-uniform highp float max_luminance;
-
-#endif
-
-layout(location = 0) out highp float exposure;
-
-void main() {
-#ifdef EXPOSURE_BEGIN
-
- ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size;
-
-#if 1
- //more precise and expensive, but less jittery
- ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size;
- next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
- highp vec3 source_color = vec3(0.0);
- for (int i = src_pos.x; i < next_pos.x; i++) {
- for (int j = src_pos.y; j < next_pos.y; j++) {
- source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
- }
- }
-
- source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
-#else
- highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb;
-
-#endif
-
- exposure = max(source_color.r, max(source_color.g, source_color.b));
-
-#else
-
- ivec2 coord = ivec2(gl_FragCoord.xy);
- exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r;
- exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r;
- exposure *= (1.0 / 9.0);
-
-#ifdef EXPOSURE_END
-
-#ifdef EXPOSURE_FORCE_SET
- //will stay as is
-#else
- highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure
- exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance);
-
-#endif //EXPOSURE_FORCE_SET
-
-#endif //EXPOSURE_END
-
-#endif //EXPOSURE_BEGIN
-}