$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4 /* * Copyright 2011-2022 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "common.sh" SAMPLER2D(s_texColor, 0); SAMPLER2D(s_texLum, 1); SAMPLER2D(s_texBlur, 2); void main() { vec3 rgb = decodeRGBE8(texture2D(s_texColor, v_texcoord0) ); float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7); vec3 Yxy = convertRGB2Yxy(rgb); float middleGray = u_tonemap.x; float whiteSqr = u_tonemap.y; float treshold = u_tonemap.z; float offset = u_tonemap.w; float lp = Yxy.x * middleGray / (lum + 0.0001); Yxy.x = reinhard2(lp, whiteSqr); rgb = convertYxy2RGB(Yxy); vec4 blur = blur9(s_texBlur , v_texcoord0 , v_texcoord1 , v_texcoord2 , v_texcoord3 , v_texcoord4 ); rgb += 0.6 * blur.xyz; gl_FragColor = toGamma(vec4(rgb, 1.0) ); }