/* clang-format off */ #[vertex] #version 450 #VERSION_DEFINES #include "luminance_reduce_raster_inc.glsl" layout(location = 0) out vec2 uv_interp; /* clang-format on */ void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); } /* clang-format off */ #[fragment] #version 450 #VERSION_DEFINES #include "luminance_reduce_raster_inc.glsl" layout(location = 0) in vec2 uv_interp; /* clang-format on */ layout(set = 0, binding = 0) uniform sampler2D source_exposure; #ifdef FINAL_PASS layout(set = 1, binding = 0) uniform sampler2D prev_luminance; #endif layout(location = 0) out highp float luminance; void main() { ivec2 dest_pos = ivec2(uv_interp * settings.dest_size); ivec2 src_pos = ivec2(uv_interp * settings.source_size); ivec2 next_pos = (dest_pos + ivec2(1)) * settings.source_size / settings.dest_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)); #ifdef FIRST_PASS luminance = max(source_color.r, max(source_color.g, source_color.b)); // This formula should be more "accurate" but gave an overexposed result when testing. // Leaving it here so we can revisit it if we want. // luminance = source_color.r * 0.21 + source_color.g * 0.71 + source_color.b * 0.07; #else luminance = source_color.r; #endif #ifdef FINAL_PASS // Obtain our target luminance luminance = clamp(luminance, settings.min_luminance, settings.max_luminance); // Now smooth to our transition highp float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous luminance luminance = prev_lum + (luminance - prev_lum) * clamp(settings.exposure_adjust, 0.0, 1.0); #endif }