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https://github.com/barkeser2002/flower.git
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46 lines
1.5 KiB
GLSL
46 lines
1.5 KiB
GLSL
#version 460
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#include "post_common.glsl"
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layout(set = 0, binding = 0) uniform texture2D inColor;
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layout(set = 0, binding = 1) uniform writeonly image2D exposureImage0;
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layout(set = 0, binding = 2) uniform writeonly image2D exposureImage1;
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layout(set = 0, binding = 3) uniform writeonly image2D exposureImage2;
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layout(set = 0, binding = 4) uniform writeonly image2D exposureImage3;
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layout(push_constant) uniform PushConstants
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{
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float black;
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float shadows;
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float highlights;
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};
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#define SHARED_SAMPLER_SET 1
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#include "../common/shared_sampler.glsl"
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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ivec2 colorSize = imageSize(exposureImage0);
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uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
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uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
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ivec2 workPos = ivec2(dispatchId);
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if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
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{
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return;
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}
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const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
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vec3 hdrColor = texture(sampler2D(inColor, pointClampEdgeSampler), uv).xyz;
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vec3 color0 = toneMapperFunction(hdrColor.xyz);
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vec3 color1 = toneMapperFunction(hdrColor.xyz * shadows);
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vec3 color2 = toneMapperFunction(hdrColor.xyz * highlights);
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vec3 color3 = toneMapperFunction(hdrColor.xyz * black);
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imageStore(exposureImage0, workPos, vec4(color0, 1.0));
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imageStore(exposureImage1, workPos, vec4(color1, 1.0));
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imageStore(exposureImage2, workPos, vec4(color2, 1.0));
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imageStore(exposureImage3, workPos, vec4(color3, 1.0));
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} |