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(
name: "HdrLuminance",
resources: [
(
name: "frameSampler",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
(name: "invSize", kind: Vector2()),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: true,
green: true,
blue: true,
alpha: true,
),
depth_write: false,
stencil_test: None,
depth_test: None,
blend: None,
stencil_op: StencilOp(
fail: Keep,
zfail: Keep,
zpass: Keep,
write_mask: 0xFFFF_FFFF,
),
scissor_box: None
),
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = properties.worldViewProjection * vec4(vertexPosition, 1.0);
}
"#,
fragment_shader:
r#"
in vec2 texCoord;
out float outLum;
void main() {
float totalLum = 0.0;
for (float y = -0.5; y < 0.5; y += 0.5) {
for (float x = -0.5; x < 0.5; x += 0.5) {
totalLum += S_Luminance(texture(frameSampler, texCoord - vec2(x, y) * properties.invSize).xyz);
}
}
outLum = totalLum / 9.0;
}
"#,
)
]
)