43 lines
1.4 KiB
GLSL
43 lines
1.4 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out float exposureOut1f;
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uniform sampler2D u_inputTexture;
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uniform vec2 u_inputSize2f;
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void main() {
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float a = 0.0;
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float b = 0.0;
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for(vec2 v = vec2(0.0, u_inputSize2f * 0.5); v.y < 1.0; v.y += u_inputSize2f.y) {
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for(v.x = u_inputSize2f.x * 0.5; v.x < 1.0; v.x += u_inputSize2f.x) {
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a += textureLod(u_inputTexture, v, 0.0).r * (1.0 - length(v - 0.5));
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b += 1.0;
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}
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}
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exposureOut1f = a / b;
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}
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