bgfx/examples/09-hdr/fs_hdr_tonemap.sc

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$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.sh"
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SAMPLER2D(s_texColor, 0);
SAMPLER2D(s_texLum, 1);
SAMPLER2D(s_texBlur, 2);
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void main()
{
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vec3 rgb = decodeRGBE8(texture2D(s_texColor, v_texcoord0) );
float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 Yxy = convertRGB2Yxy(rgb);
float middleGray = u_tonemap.x;
float whiteSqr = u_tonemap.y;
float treshold = u_tonemap.z;
float offset = u_tonemap.w;
float lp = Yxy.x * middleGray / (lum + 0.0001);
Yxy.x = reinhard2(lp, whiteSqr);
rgb = convertYxy2RGB(Yxy);
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vec4 blur = blur9(s_texBlur
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, v_texcoord0
, v_texcoord1
, v_texcoord2
, v_texcoord3
, v_texcoord4
);
rgb += 0.6 * blur.xyz;
gl_FragColor = toGamma(vec4(rgb, 1.0) );
}