mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-14 00:40:39 +00:00
60 lines
1.7 KiB
GLSL
60 lines
1.7 KiB
GLSL
uniform sampler2D u_TextureMap;
|
|
|
|
uniform vec4 u_Color;
|
|
|
|
uniform vec2 u_InvTexRes;
|
|
varying vec2 var_TexCoords;
|
|
|
|
const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
|
|
|
|
vec3 GetValues(vec2 offset, vec3 current)
|
|
{
|
|
vec2 tc = var_TexCoords + u_InvTexRes * offset;
|
|
vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb;
|
|
|
|
#ifdef FIRST_PASS
|
|
|
|
#if defined(r_framebufferGamma)
|
|
minAvgMax = pow(minAvgMax, vec3(r_framebufferGamma));
|
|
#endif
|
|
|
|
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
|
|
float loglumi = clamp(log2(lumi), -10.0, 10.0);
|
|
minAvgMax = vec3(loglumi * 0.05 + 0.5);
|
|
#endif
|
|
|
|
return vec3(min(current.x, minAvgMax.x), current.y + minAvgMax.y, max(current.z, minAvgMax.z));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 current = vec3(1.0, 0.0, 0.0);
|
|
|
|
#ifdef FIRST_PASS
|
|
current = GetValues(vec2( 0.0, 0.0), current);
|
|
#else
|
|
current = GetValues(vec2(-1.5, -1.5), current);
|
|
current = GetValues(vec2(-0.5, -1.5), current);
|
|
current = GetValues(vec2( 0.5, -1.5), current);
|
|
current = GetValues(vec2( 1.5, -1.5), current);
|
|
|
|
current = GetValues(vec2(-1.5, -0.5), current);
|
|
current = GetValues(vec2(-0.5, -0.5), current);
|
|
current = GetValues(vec2( 0.5, -0.5), current);
|
|
current = GetValues(vec2( 1.5, -0.5), current);
|
|
|
|
current = GetValues(vec2(-1.5, 0.5), current);
|
|
current = GetValues(vec2(-0.5, 0.5), current);
|
|
current = GetValues(vec2( 0.5, 0.5), current);
|
|
current = GetValues(vec2( 1.5, 0.5), current);
|
|
|
|
current = GetValues(vec2(-1.5, 1.5), current);
|
|
current = GetValues(vec2(-0.5, 1.5), current);
|
|
current = GetValues(vec2( 0.5, 1.5), current);
|
|
current = GetValues(vec2( 1.5, 1.5), current);
|
|
|
|
current.y *= 0.0625;
|
|
#endif
|
|
|
|
gl_FragColor = vec4(current, 1.0f);
|
|
}
|