diff options
Diffstat (limited to 'drivers/gles2/shaders/exposure.glsl')
-rw-r--r-- | drivers/gles2/shaders/exposure.glsl | 86 |
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 +} |