mame/3rdparty/bgfx/examples/09-hdr/fs_hdr_lumavg.sc
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

34 lines
1.4 KiB
Scala

$input v_texcoord0
/*
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.sh"
SAMPLER2D(s_texColor, 0);
void main()
{
float sum;
sum = decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 0].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 1].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 2].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 3].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 4].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 5].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 6].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 7].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 8].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 9].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[10].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[11].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[12].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[13].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[14].xy) );
sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[15].xy) );
float avg = sum/16.0;
gl_FragColor = encodeRE8(avg);
}