#[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, binding = 1, 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)); } }