76 lines
2.7 KiB
GLSL
76 lines
2.7 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma include "render_pipeline_base.inc.glsl"
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layout(local_size_x = 10, local_size_y = 4, local_size_z = 1) in;
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uniform writeonly image2D RESTRICT DestTex;
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uniform samplerBuffer ExposureTex;
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void main() {
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// TODO: Might make this an input
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const ivec2 widget_size = ivec2(140, 20);
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ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
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// Store the current pixels color
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vec4 color = vec4(0, 0, 0, 0);
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vec4 border_color = vec4(0.9, 0.9, 0.9, 1.0);
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// Border
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const int border_size = 1;
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if (coord.x < border_size || coord.x >= widget_size.x - border_size ||
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coord.y < border_size || coord.y >= widget_size.y - border_size) {
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color += border_color * (1 - color.w);
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}
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// Fetch exposure settings
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float min_exp = GET_SETTING(color_correction, min_exposure_value);
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float max_exp = GET_SETTING(color_correction, max_exposure_value);
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// Fetch current exposure
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float curr_exposure = texelFetch(ExposureTex, 0).x;
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// Slider
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float slider_pos = saturate((curr_exposure - min_exp) / (max_exp - min_exp));
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// Make visualization logarithmic
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// slider_pos = make_logarithmic(slider_pos, factor);
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const int slider_w = 4;
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int slider_pos_int = int(slider_pos * float(widget_size.x - 2 * border_size)) + border_size;
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if (coord.x > slider_pos_int - slider_w && coord.x < slider_pos_int + slider_w) {
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// Don't draw the slider over the border
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color += vec4(50, 255, 50, 255.0) / 255.0 * (1 - color.w);
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}
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imageStore(DestTex, coord, color);
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}
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