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source: data/trunk/programs/hdr_downscale3x3brightpass.glsl @ 10256

Last change on this file since 10256 was 7708, checked in by dafrick, 14 years ago

Merging cleanup branch. You will need to update your data repository as well as your local copy of the code.

  • Property svn:eol-style set to native
File size: 1.2 KB
Line 
1uniform sampler2D inRTT;
2uniform sampler2D inLum;
3uniform vec2 texelSize;
4
5varying vec2 uv;
6const vec4 BRIGHT_LIMITER = vec4(0.6, 0.6, 0.6, 0.0);
7
8// declare external function
9vec4 toneMap(in vec4 inColour, in float lum);
10
11void main(void)
12{
13    vec4 accum = vec4(0.0, 0.0, 0.0, 0.0);
14
15    accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0));
16    accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0));
17    accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0));
18    accum += texture2D(inRTT, uv + texelSize * vec2(-1.0,  0.0));
19    accum += texture2D(inRTT, uv + texelSize * vec2( 0.0,  0.0));
20    accum += texture2D(inRTT, uv + texelSize * vec2( 1.0,  0.0));
21    accum += texture2D(inRTT, uv + texelSize * vec2(-1.0,  1.0));
22    accum += texture2D(inRTT, uv + texelSize * vec2( 0.0,  1.0));
23    accum += texture2D(inRTT, uv + texelSize * vec2( 1.0,  1.0));
24   
25        // take average of 9 samples
26        accum *= 0.1111111111111111;
27
28    // Reduce bright and clamp
29    accum = max(vec4(0.0, 0.0, 0.0, 1.0), accum - BRIGHT_LIMITER);
30
31        // Sample the luminence texture
32        vec4 lum = texture2D(inLum, vec2(0.5, 0.5));
33       
34        // Tone map result
35        gl_FragColor = toneMap(accum, lum.r);
36
37}
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