eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/post_exposure_avg.fsh

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/*
* 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 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;
}