/* 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 }