43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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uniform vec4 _AdaptParams;
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uniform sampler2D _CurTex;
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uniform sampler2D _MainTex;
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vec4 frag( in v2f_img i );
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vec4 frag( in v2f_img i ) {
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vec2 valAdapted;
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vec2 valCur;
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vec2 delta;
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vec4 valNew;
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valAdapted = texture2D( _MainTex, i.uv).xy ;
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valCur = texture2D( _CurTex, i.uv).xy ;
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delta = ((valCur - valAdapted) * _AdaptParams.x );
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delta.x = (sign( delta.x ) * max( 0.00392157, abs( delta.x )));
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delta.y = (sign( delta.y ) * max( 0.00392157, abs( delta.y )));
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valNew.xy = (valAdapted + delta);
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valNew.x = max( valNew.x , _AdaptParams.z );
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valNew.y = min( valNew.y , _AdaptParams.y );
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valNew.z = ((valNew.x - valNew.y ) + 0.0100000);
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valNew.w = (valNew.y / valNew.z );
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return valNew;
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}
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void main() {
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vec4 xl_retval;
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v2f_img xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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