2013-02-27 00:24:16 -05:00
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$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
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/*
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2014-02-11 01:07:04 -05:00
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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2013-02-27 00:24:16 -05:00
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texLum, 1);
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SAMPLER2D(u_texBlur, 2);
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void main()
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{
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vec3 rgb = decodeRGBE8(texture2D(u_texColor, v_texcoord0) );
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float lum = clamp(decodeRE8(texture2D(u_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 Yxy = convertRGB2Yxy(rgb);
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float middleGray = u_tonemap.x;
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float whiteSqr = u_tonemap.y;
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float treshold = u_tonemap.z;
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float offset = u_tonemap.w;
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float lp = Yxy.x * middleGray / (lum + 0.0001);
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Yxy.x = reinhard2(lp, whiteSqr);
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rgb = convertYxy2RGB(Yxy);
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vec4 blur = blur9(u_texBlur
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, v_texcoord0
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, v_texcoord1
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, v_texcoord2
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, v_texcoord3
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, v_texcoord4
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);
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rgb += 0.6 * blur.xyz;
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gl_FragColor = toGamma(vec4(rgb, 1.0) );
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}
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