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[require]
GLSL >= 1.10
[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex;
attribute vec2 vtexcoord0, vtexcoord1;
uniform sampler2D tex2;
uniform vec4 hdrparams;
varying vec2 texcoord0, texcoord1;
flat varying float lumscale, lumsaturate;
void main(void)
{
gl_Position = vvertex;
texcoord0 = vtexcoord0;
texcoord1 = vtexcoord1;
float avglum = 4.0 * texture2D(tex2, vec2(0.5, 0.5)).r;
lumscale = hdrparams.x * -log2(1.0 - clamp(avglum, 0.03, 0.3))/(avglum + 1e-4);
lumsaturate = -log2(1.0 - hdrparams.y) / lumscale;
}
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
uniform sampler2DRect tex0, tex1;
uniform vec4 hdrparams;
uniform vec2 hdrgamma;
varying vec2 texcoord0, texcoord1;
flat varying float lumscale, lumsaturate;
fragdata(0, fragcolor, vec4)
void main(void)
{
vec3 bloom = texture2DRect(tex1, texcoord1).rgb*hdrparams.w;
vec3 color = texture2DRect(tex0, texcoord0).rgb*2.0;
color += bloom;
color *= color;
{
float lum = dot(color, vec3(0.2126, 0.7152, 0.0722));
color = min(color, lumsaturate);
color *= (1.0 - exp2(-lum*lumscale)) / (dot(color, vec3(0.2126, 0.7152, 0.0722)) + 1e-4);
}
color = sqrt(color);
fragcolor.rgb = color;
fragcolor.a = 0.0;
}
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