$input v_texcoord0 /* * Copyright 2011-2017 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.sh" SAMPLER2D(s_texColor, 0); SAMPLER2D(s_texLum, 1); void main() { float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7); vec3 rgb = vec3(0.0, 0.0, 0.0); 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) ); rgb *= 1.0/9.0; float middleGray = u_tonemap.x; float whiteSqr = u_tonemap.y; float treshold = u_tonemap.z; float offset = u_tonemap.w; rgb = max(vec3_splat(0.0), rgb - treshold) * middleGray / (lum + 0.0001); rgb = reinhard2(rgb, whiteSqr); gl_FragColor = toGamma(vec4(rgb, 1.0) ); }