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(USE_PBR) minAvgMax = pow(minAvgMax, vec3(2.2)); #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); }