bgfx/examples/09-hdr/fs_hdr_tonemap.sc

43 lines
943 B
Scala

$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
* Copyright 2011-2016 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);
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) );
}