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Update #18 - Final release, added PBR shaders
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#line 2
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/*
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* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
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*
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* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
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* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
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* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
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* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
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*
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* NOT FOR COMMERCIAL OR MALICIOUS USE
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*
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* (please read the 'LICENSE' file this repo's root directory for more info)
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out float exposureOut1f;
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uniform sampler2D u_inputTexture;
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uniform vec4 u_sampleOffset4f;
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#ifdef CALCULATE_LUMINANCE
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#define TAKE_SAMPLE(samplerIn, posIn) dot(textureLod(samplerIn, posIn, 0.0).rgb, vec3(0.299, 0.587, 0.114))
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#else
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#define TAKE_SAMPLE(samplerIn, posIn) textureLod(samplerIn, posIn, 0.0).r
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#endif
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void main() {
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vec2 pixelPos = floor(v_position2f / u_sampleOffset4f.xy);
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float a = min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.25, 0.25)) * u_sampleOffset4f.zw), 250.0);
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a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.75, 0.25)) * u_sampleOffset4f.zw), 250.0);
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a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.75, 0.75)) * u_sampleOffset4f.zw), 250.0);
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a += min(TAKE_SAMPLE(u_inputTexture, (pixelPos + vec2(0.25, 0.75)) * u_sampleOffset4f.zw), 250.0);
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exposureOut1f = a * 0.25;
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}
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