mirror of
https://github.com/holub/mame
synced 2025-05-05 05:53:05 +03:00

* 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
40 lines
1.3 KiB
Scala
40 lines
1.3 KiB
Scala
$input v_texcoord0
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/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.sh"
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SAMPLER2D(s_texColor, 0);
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SAMPLER2D(s_texLum, 1);
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void main()
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{
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float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 rgb = vec3(0.0, 0.0, 0.0);
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) );
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rgb += decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) );
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rgb *= 1.0/9.0;
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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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rgb = max(vec3_splat(0.0), rgb - treshold) * middleGray / (lum + 0.0001);
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rgb = reinhard2(rgb, whiteSqr);
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gl_FragColor = toGamma(vec4(rgb, 1.0) );
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}
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