#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out float exposureOut1f; uniform sampler2D u_inputTexture; uniform vec4 u_sampleOffset4f; #ifdef CALCULATE_LUMINANCE #define TAKE_SAMPLE(samplerIn, posIn) dot(textureLod(samplerIn, posIn, 0.0).rgb, vec3(0.299, 0.587, 0.114)) #else #define TAKE_SAMPLE(samplerIn, posIn) textureLod(samplerIn, posIn, 0.0).r #endif void main() { vec2 pixelPos = floor(v_position2f / u_sampleOffset4f.xy); float a = min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.25, 0.25)) * u_sampleOffset4f.zw), 250.0); a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.75, 0.25)) * u_sampleOffset4f.zw), 250.0); a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.75, 0.75)) * u_sampleOffset4f.zw), 250.0); a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.25, 0.75)) * u_sampleOffset4f.zw), 250.0); exposureOut1f = a * 0.25; }