#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out float exposureOut1f; uniform sampler2D u_inputTexture; uniform vec2 u_inputSize2f; void main() { float a = 0.0; float b = 0.0; for(vec2 v = vec2(0.0, u_inputSize2f * 0.5); v.y < 1.0; v.y += u_inputSize2f.y) { for(v.x = u_inputSize2f.x * 0.5; v.x < 1.0; v.x += u_inputSize2f.x) { a += textureLod(u_inputTexture, v, 0.0).r * (1.0 - length(v - 0.5)); b += 1.0; } } exposureOut1f = a / b; }