1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- /* clang-format off */
- #[vertex]
- #version 450
- #VERSION_DEFINES
- #include "luminance_reduce_raster_inc.glsl"
- layout(location = 0) out vec2 uv_interp;
- /* clang-format on */
- void main() {
- vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- }
- /* clang-format off */
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #include "luminance_reduce_raster_inc.glsl"
- layout(location = 0) in vec2 uv_interp;
- /* clang-format on */
- layout(set = 0, binding = 0) uniform sampler2D source_exposure;
- #ifdef FINAL_PASS
- layout(set = 1, binding = 0) uniform sampler2D prev_luminance;
- #endif
- layout(location = 0) out highp float luminance;
- void main() {
- ivec2 dest_pos = ivec2(uv_interp * settings.dest_size);
- ivec2 src_pos = ivec2(uv_interp * settings.source_size);
- ivec2 next_pos = (dest_pos + ivec2(1)) * settings.source_size / settings.dest_size;
- next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
- highp vec3 source_color = vec3(0.0);
- for (int i = src_pos.x; i < next_pos.x; i++) {
- for (int j = src_pos.y; j < next_pos.y; j++) {
- source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
- }
- }
- source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
- #ifdef FIRST_PASS
- luminance = max(source_color.r, max(source_color.g, source_color.b));
- // This formula should be more "accurate" but gave an overexposed result when testing.
- // Leaving it here so we can revisit it if we want.
- // luminance = source_color.r * 0.21 + source_color.g * 0.71 + source_color.b * 0.07;
- #else
- luminance = source_color.r;
- #endif
- #ifdef FINAL_PASS
- // Obtain our target luminance
- luminance = clamp(luminance, settings.min_luminance, settings.max_luminance);
- // Now smooth to our transition
- highp float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous luminance
- luminance = prev_lum + (luminance - prev_lum) * clamp(settings.exposure_adjust, 0.0, 1.0);
- #endif
- }
|