Files
OpenSpace/shaders/framebuffer/computeAveLum.frag
T

51 lines
2.8 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
layout (location = 0) out vec4 finalColor;
uniform int bufferWidth;
uniform int bufferHeight;
uniform sampler2D hdrTexture;
in vec2 texCoord;
void main() {
vec4 color = vec4(0.0);
float fH = float(bufferHeight);
float fW = float(bufferWidth);
float sum = 0.f;
for (int i = 0; i < bufferHeight; ++i) {
for (int j = 0; j < bufferWidth; ++j) {
vec2 texCoord = vec2(float(i) / fH, float(j) / fW);
vec4 tmpColor = texture(hdrTexture, texCoord);
float lum = dot(tmpColor.xyz, vec3(0.2126f, 0.7152f, 0.0722f));
sum += log(lum + 0.00001); // 0.00001 to avoid log(0) from black pixels
}
}
finalColor = vec4(vec3(exp(sum / (fH * fW))), 1.0);
}