bgfx/examples/09-hdr/fs_hdr_lum.sc

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$input v_texcoord0
/*
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* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
#include "common.sh"
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SAMPLER2D(s_texColor, 0);
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void main()
{
float delta = 0.0001;
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vec3 rgb0 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) );
vec3 rgb1 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) );
vec3 rgb2 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) );
vec3 rgb3 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) );
vec3 rgb4 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) );
vec3 rgb5 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) );
vec3 rgb6 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) );
vec3 rgb7 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) );
vec3 rgb8 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) );
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float avg = luma(rgb0).x
+ luma(rgb1).x
+ luma(rgb2).x
+ luma(rgb3).x
+ luma(rgb4).x
+ luma(rgb5).x
+ luma(rgb6).x
+ luma(rgb7).x
+ luma(rgb8).x
;
avg *= 1.0/9.0;
gl_FragColor = encodeRE8(avg);
}