diff options
Diffstat (limited to 'drivers/gles3/shaders/exposure.glsl')
-rw-r--r-- | drivers/gles3/shaders/exposure.glsl | 60 |
1 files changed, 23 insertions, 37 deletions
diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl index 001b90a0f1..18fff1ae36 100644 --- a/drivers/gles3/shaders/exposure.glsl +++ b/drivers/gles3/shaders/exposure.glsl @@ -1,18 +1,14 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; - +layout(location = 0) in highp vec4 vertex_attrib; void main() { gl_Position = vertex_attrib; - } [fragment] - uniform highp sampler2D source_exposure; //texunit:0 #ifdef EXPOSURE_BEGIN @@ -33,66 +29,56 @@ uniform highp float max_luminance; layout(location = 0) out highp float exposure; - - void main() { - - #ifdef EXPOSURE_BEGIN - - ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size; + 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; + 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) ); + 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; + highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb; #endif - exposure = max(source_color.r,max(source_color.g,source_color.b)); + 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); + 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); + 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 - - } - - |