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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
/**
* Simple down-sample shader.
* Do a gaussian filter using 4 bilinear texture samples.
*/
uniform sampler2D source;
uniform float fireflyFactor;
#ifndef COPY_SRC
uniform vec2 texelSize;
#endif
out vec4 FragColor;
void main()
{
#ifdef COPY_SRC
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(source, 0));
FragColor = textureLod(source, uvs, 0.0);
FragColor = safe_color(FragColor);
/* Clamped brightness. */
float luma = max(1e-8, max_v3(FragColor.rgb));
FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
#else
/* NOTE(@fclem): textureSize() does not work the same on all implementations
* when changing the min and max texture levels. Use uniform instead (see T87801). */
vec2 uvs = gl_FragCoord.xy * texelSize;
vec4 ofs = texelSize.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
uvs *= 2.0;
FragColor = textureLod(source, uvs + ofs.xy, 0.0);
FragColor += textureLod(source, uvs + ofs.xw, 0.0);
FragColor += textureLod(source, uvs + ofs.zy, 0.0);
FragColor += textureLod(source, uvs + ofs.zw, 0.0);
FragColor *= 0.25;
#endif
}
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