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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl82
1 files changed, 82 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
new file mode 100644
index 0000000000..0ee4cf6e31
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
@@ -0,0 +1,82 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+
+shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
+
+#ifdef READ_TEXTURE
+
+//use for main texture
+layout(set = 0, binding = 0) uniform sampler2D source_texture;
+
+#else
+
+//use for intermediate textures
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_luminance;
+
+#endif
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_luminance;
+
+#ifdef WRITE_LUMINANCE
+layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
+#endif
+
+layout(push_constant, std430) uniform Params {
+ ivec2 source_size;
+ float max_luminance;
+ float min_luminance;
+ float exposure_adjust;
+ float pad[3];
+}
+params;
+
+void main() {
+ uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(lessThan(pos, params.source_size))) {
+#ifdef READ_TEXTURE
+ vec3 v = texelFetch(source_texture, pos, 0).rgb;
+ tmp_data[t] = max(v.r, max(v.g, v.b));
+#else
+ tmp_data[t] = imageLoad(source_luminance, pos).r;
+#endif
+ } else {
+ tmp_data[t] = 0.0;
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ uint size = (BLOCK_SIZE * BLOCK_SIZE) >> 1;
+
+ do {
+ if (t < size) {
+ tmp_data[t] += tmp_data[t + size];
+ }
+ groupMemoryBarrier();
+ barrier();
+
+ size >>= 1;
+ } while (size >= 1);
+
+ if (t == 0) {
+ //compute rect size
+ ivec2 rect_size = min(params.source_size - pos, ivec2(BLOCK_SIZE));
+ float avg = tmp_data[0] / float(rect_size.x * rect_size.y);
+ //float avg = tmp_data[0] / float(BLOCK_SIZE*BLOCK_SIZE);
+ pos /= ivec2(BLOCK_SIZE);
+#ifdef WRITE_LUMINANCE
+ float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous exposure
+ avg = clamp(prev_lum + (avg - prev_lum) * params.exposure_adjust, params.min_luminance, params.max_luminance);
+#endif
+ imageStore(dest_luminance, pos, vec4(avg));
+ }
+}