mame/3rdparty/bgfx/examples/09-hdr/common.sh
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

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/*
* Copyright 2011-2019 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;
}