EG/RenderPipelineFile/rpcore/shader/visualize_exposure.compute.glsl
2026-02-25 14:56:09 +08:00

76 lines
2.7 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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 430
#pragma include "render_pipeline_base.inc.glsl"
layout(local_size_x = 10, local_size_y = 4, local_size_z = 1) in;
uniform writeonly image2D RESTRICT DestTex;
uniform samplerBuffer ExposureTex;
void main() {
// TODO: Might make this an input
const ivec2 widget_size = ivec2(140, 20);
ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
// Store the current pixels color
vec4 color = vec4(0, 0, 0, 0);
vec4 border_color = vec4(0.9, 0.9, 0.9, 1.0);
// Border
const int border_size = 1;
if (coord.x < border_size || coord.x >= widget_size.x - border_size ||
coord.y < border_size || coord.y >= widget_size.y - border_size) {
color += border_color * (1 - color.w);
}
// Fetch exposure settings
float min_exp = GET_SETTING(color_correction, min_exposure_value);
float max_exp = GET_SETTING(color_correction, max_exposure_value);
// Fetch current exposure
float curr_exposure = texelFetch(ExposureTex, 0).x;
// Slider
float slider_pos = saturate((curr_exposure - min_exp) / (max_exp - min_exp));
// Make visualization logarithmic
// slider_pos = make_logarithmic(slider_pos, factor);
const int slider_w = 4;
int slider_pos_int = int(slider_pos * float(widget_size.x - 2 * border_size)) + border_size;
if (coord.x > slider_pos_int - slider_w && coord.x < slider_pos_int + slider_w) {
// Don't draw the slider over the border
color += vec4(50, 255, 50, 255.0) / 255.0 * (1 - color.w);
}
imageStore(DestTex, coord, color);
}