/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * 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); }