godot/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

86 lines
2 KiB
GLSL

/* clang-format off */
[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;
/* clang-format on */
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));
}
}