ioq3quest/code/renderergl2/glsl/calclevels4x_fp.glsl
Zack Middleton 39e2113c73 OpenGL2: Misc fixes and cleanup
Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.

Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.

Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
2018-07-20 23:40:35 -05:00

60 lines
1.6 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(USE_PBR)
minAvgMax *= minAvgMax;
#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, 1.0);
}