2012-12-04 03:05:34 +00:00
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uniform sampler2D u_TextureMap;
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uniform vec4 u_Color;
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uniform vec2 u_InvTexRes;
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varying vec2 var_TexCoords;
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const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.587, 0.114);
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vec3 GetValues(vec2 offset, vec3 current)
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{
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2014-04-16 12:26:03 +00:00
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vec2 tc = var_TexCoords + u_InvTexRes * offset;
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vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb;
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2012-12-04 03:05:34 +00:00
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#ifdef FIRST_PASS
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2014-04-16 12:26:03 +00:00
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2016-02-02 05:37:23 +00:00
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#if defined(USE_PBR)
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2016-02-18 04:06:18 +00:00
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minAvgMax *= minAvgMax;
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2014-04-16 12:26:03 +00:00
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#endif
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2012-12-04 03:05:34 +00:00
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float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
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float loglumi = clamp(log2(lumi), -10.0, 10.0);
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minAvgMax = vec3(loglumi * 0.05 + 0.5);
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#endif
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return vec3(min(current.x, minAvgMax.x), current.y + minAvgMax.y, max(current.z, minAvgMax.z));
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}
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void main()
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{
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vec3 current = vec3(1.0, 0.0, 0.0);
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#ifdef FIRST_PASS
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current = GetValues(vec2( 0.0, 0.0), current);
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#else
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current = GetValues(vec2(-1.5, -1.5), current);
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current = GetValues(vec2(-0.5, -1.5), current);
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current = GetValues(vec2( 0.5, -1.5), current);
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current = GetValues(vec2( 1.5, -1.5), current);
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current = GetValues(vec2(-1.5, -0.5), current);
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current = GetValues(vec2(-0.5, -0.5), current);
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current = GetValues(vec2( 0.5, -0.5), current);
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current = GetValues(vec2( 1.5, -0.5), current);
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current = GetValues(vec2(-1.5, 0.5), current);
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current = GetValues(vec2(-0.5, 0.5), current);
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current = GetValues(vec2( 0.5, 0.5), current);
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current = GetValues(vec2( 1.5, 0.5), current);
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current = GetValues(vec2(-1.5, 1.5), current);
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current = GetValues(vec2(-0.5, 1.5), current);
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current = GetValues(vec2( 0.5, 1.5), current);
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current = GetValues(vec2( 1.5, 1.5), current);
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current.y *= 0.0625;
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#endif
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2018-07-21 04:40:35 +00:00
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gl_FragColor = vec4(current, 1.0);
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2012-12-04 03:05:34 +00:00
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}
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