bgfx/examples/09-hdr/fs_hdr_bright.sc

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$input v_texcoord0
/*
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* Copyright 2011-2024 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);
SAMPLER2D(s_texLum, 1);
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void main()
{
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float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 rgb = vec3(0.0, 0.0, 0.0);
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) );
rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) );
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rgb *= 1.0/9.0;
float middleGray = u_tonemap.x;
float whiteSqr = u_tonemap.y;
float threshold = u_tonemap.z;
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float offset = u_tonemap.w;
rgb = max(vec3_splat(0.0), rgb - threshold) * middleGray / (lum + 0.0001);
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rgb = reinhard2(rgb, whiteSqr);
gl_FragColor = toGamma(vec4(rgb, 1.0) );
}