diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl index 3b8a044154b..9c765ee72b6 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl @@ -12,29 +12,29 @@ out vec4 FragColor; float brightness(vec3 c) { - return max(max(c.r, c.g), c.b); + return max(max(c.r, c.g), c.b); } void main() { #if 0 - /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */ - vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0)); + /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */ + vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0)); - FragColor = textureLod(source, vec3(uvs, layer), 0.0); + FragColor = textureLod(source, vec3(uvs, layer), 0.0); #else - vec2 texel_size = 1.0 / vec2(textureSize(source, 0)); - vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size; - vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75); - - FragColor = textureLod(source, vec3(uvs + ofs.xy, layer), 0.0); - FragColor += textureLod(source, vec3(uvs + ofs.xw, layer), 0.0); - FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0); - FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0); - FragColor *= 0.25; - - /* Clamped brightness. */ - float luma = max(1e-8, brightness(FragColor.rgb)); - FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma; + vec2 texel_size = 1.0 / vec2(textureSize(source, 0)); + vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size; + vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75); + + FragColor = textureLod(source, vec3(uvs + ofs.xy, layer), 0.0); + FragColor += textureLod(source, vec3(uvs + ofs.xw, layer), 0.0); + FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0); + FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0); + FragColor *= 0.25; + + /* Clamped brightness. */ + float luma = max(1e-8, brightness(FragColor.rgb)); + FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma; #endif } |