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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, 86 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl
new file mode 100644
index 0000000000..c20812bfa3
--- /dev/null
+++ b/drivers/gles2/shaders/exposure.glsl
@@ -0,0 +1,86 @@
+/* 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
+}