#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 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; }