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

43 lines
1.4 KiB
Plaintext
Raw Normal View History

#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 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;
}