/* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" uniform vec4 u_offset[16]; uniform vec4 u_tonemap; #define u_time u_tonemap.w float reinhard(float _x) { return _x / (_x + 1.0); } vec3 reinhard(vec3 _x) { return _x / (_x + 1.0); } float reinhard2(float _x, float _whiteSqr) { return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x); } vec3 reinhard2(vec3 _x, float _whiteSqr) { return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x); } vec4 blur9(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4) { #define _BLUR9_WEIGHT_0 1.0 #define _BLUR9_WEIGHT_1 0.9 #define _BLUR9_WEIGHT_2 0.55 #define _BLUR9_WEIGHT_3 0.18 #define _BLUR9_WEIGHT_4 0.1 #define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) ) #define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE) vec4 blur; blur = texture2D(_sampler, _uv0)*BLUR9_WEIGHT(0); blur += texture2D(_sampler, _uv1.xy)*BLUR9_WEIGHT(1); blur += texture2D(_sampler, _uv1.zw)*BLUR9_WEIGHT(1); blur += texture2D(_sampler, _uv2.xy)*BLUR9_WEIGHT(2); blur += texture2D(_sampler, _uv2.zw)*BLUR9_WEIGHT(2); blur += texture2D(_sampler, _uv3.xy)*BLUR9_WEIGHT(3); blur += texture2D(_sampler, _uv3.zw)*BLUR9_WEIGHT(3); blur += texture2D(_sampler, _uv4.xy)*BLUR9_WEIGHT(4); blur += texture2D(_sampler, _uv4.zw)*BLUR9_WEIGHT(4); return blur; }