ioef/code/rend2/glsl/calclevels4x_fp.glsl

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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)
{
vec3 minAvgMax;
vec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMax = texture2D(u_TextureMap, tc).rgb;
#ifdef FIRST_PASS
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);
}