mame/3rdparty/bgfx/examples/09-hdr/fs_hdr_tonemap.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

43 lines
943 B
Scala

$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
/*
* 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);
SAMPLER2D(s_texLum, 1);
SAMPLER2D(s_texBlur, 2);
void main()
{
vec3 rgb = decodeRGBE8(texture2D(s_texColor, v_texcoord0) );
float lum = clamp(decodeRE8(texture2D(s_texLum, v_texcoord0) ), 0.1, 0.7);
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);
vec4 blur = blur9(s_texBlur
, v_texcoord0
, v_texcoord1
, v_texcoord2
, v_texcoord3
, v_texcoord4
);
rgb += 0.6 * blur.xyz;
gl_FragColor = toGamma(vec4(rgb, 1.0) );
}