mirror of
https://github.com/barkeser2002/flower.git
synced 2026-09-25 12:05:57 +03:00
38 lines
1.2 KiB
GLSL
38 lines
1.2 KiB
GLSL
#version 460
|
|
|
|
#extension GL_EXT_nonuniform_qualifier : enable
|
|
#extension GL_GOOGLE_include_directive : enable
|
|
#extension GL_EXT_samplerless_texture_functions : enable
|
|
|
|
#define SHARED_SAMPLER_SET 1
|
|
#include "common_shader.glsl"
|
|
|
|
layout (set = 0, binding = 0) uniform UniformFrameData { PerFrameData frameData; };
|
|
layout (set = 0, binding = 1) uniform texture2D inHDRSceneColor;
|
|
layout (set = 0, binding = 2, rgba16f) uniform image2D outColor;
|
|
layout (set = 0, binding = 3) uniform texture2D inAdaptedLumTex;
|
|
|
|
|
|
layout (local_size_x = 8, local_size_y = 8) in;
|
|
void main()
|
|
{
|
|
ivec2 colorSize = imageSize(outColor);
|
|
|
|
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
|
|
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
|
|
ivec2 workPos = ivec2(dispatchId);
|
|
if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
|
|
{
|
|
return;
|
|
}
|
|
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
|
|
float autoExposure = getExposure(frameData, inAdaptedLumTex);
|
|
|
|
// HDR color in acescg color space do tonemapper.
|
|
vec3 hdrColor = texelFetch(inHDRSceneColor, workPos, 0).xyz * autoExposure;
|
|
|
|
|
|
|
|
// Final store.
|
|
imageStore(outColor, workPos, vec4(hdrColor, 1.0f));
|
|
} |