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.
86 lines
2.4 KiB
GLSL
86 lines
2.4 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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void main() {
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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uniform highp sampler2D source_exposure; //texunit:0
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/* clang-format on */
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#ifdef EXPOSURE_BEGIN
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uniform highp ivec2 source_render_size;
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uniform highp ivec2 target_size;
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#endif
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#ifdef EXPOSURE_END
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uniform highp sampler2D prev_exposure; //texunit:1
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uniform highp float exposure_adjust;
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uniform highp float min_luminance;
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uniform highp float max_luminance;
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#endif
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layout(location = 0) out highp float exposure;
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void main() {
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#ifdef EXPOSURE_BEGIN
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ivec2 src_pos = ivec2(gl_FragCoord.xy) * source_render_size / target_size;
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#if 1
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//more precise and expensive, but less jittery
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ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size;
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next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
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highp vec3 source_color = vec3(0.0);
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for (int i = src_pos.x; i < next_pos.x; i++) {
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for (int j = src_pos.y; j < next_pos.y; j++) {
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source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
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}
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}
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source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
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#else
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highp vec3 source_color = texelFetch(source_exposure, src_pos, 0).rgb;
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#endif
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exposure = max(source_color.r, max(source_color.g, source_color.b));
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#else
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ivec2 coord = ivec2(gl_FragCoord.xy);
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exposure = texelFetch(source_exposure, coord * 3 + ivec2(0, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 0), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 1), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(0, 2), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(1, 2), 0).r;
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exposure += texelFetch(source_exposure, coord * 3 + ivec2(2, 2), 0).r;
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exposure *= (1.0 / 9.0);
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#ifdef EXPOSURE_END
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#ifdef EXPOSURE_FORCE_SET
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//will stay as is
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#else
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highp float prev_lum = texelFetch(prev_exposure, ivec2(0, 0), 0).r; //1 pixel previous exposure
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exposure = clamp(prev_lum + (exposure - prev_lum) * exposure_adjust, min_luminance, max_luminance);
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#endif //EXPOSURE_FORCE_SET
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#endif //EXPOSURE_END
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#endif //EXPOSURE_BEGIN
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}
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