// HDR Pipeline @export clay.compositor.bright uniform sampler2D texture; uniform float threshold : 1; uniform float scale : 1.0; uniform vec2 textureSize: [512, 512]; varying vec2 v_Texcoord; const vec3 lumWeight = vec3(0.2125, 0.7154, 0.0721); @import clay.util.rgbm // 3-tap median filter vec4 median(vec4 a, vec4 b, vec4 c) { return a + b + c - min(min(a, b), c) - max(max(a, b), c); } void main() { vec4 texel = decodeHDR(texture2D(texture, v_Texcoord)); #ifdef ANTI_FLICKER // Use median filter to reduce noise // https://github.com/keijiro/KinoBloom/blob/master/Assets/Kino/Bloom/Shader/Bloom.cginc#L96 vec3 d = 1.0 / textureSize.xyx * vec3(1.0, 1.0, 0.0); vec4 s1 = decodeHDR(texture2D(texture, v_Texcoord - d.xz)); vec4 s2 = decodeHDR(texture2D(texture, v_Texcoord + d.xz)); vec4 s3 = decodeHDR(texture2D(texture, v_Texcoord - d.zy)); vec4 s4 = decodeHDR(texture2D(texture, v_Texcoord + d.zy)); texel = median(median(texel, s1, s2), s3, s4); #endif // Premultiplied Alpha float lum = dot(texel.rgb , lumWeight); vec4 color; if (lum > threshold && texel.a > 0.0) { color = vec4(texel.rgb * scale, texel.a * scale); } else { color = vec4(0.0); } gl_FragColor = encodeHDR(color); } @end