/* * Copyright (c) 2016, The Linux Foundation. All rights reserved. * Not a Contribution. * * Copyright 2015 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ const char* forward_tonemap_shader = "" "#extension GL_OES_EGL_image_external_essl3 : require \n" "precision highp float; \n" "precision highp sampler2D; \n" "layout(binding = 0) uniform samplerExternalOES externalTexture; \n" "layout(binding = 1) uniform sampler3D tonemapper; \n" "layout(binding = 2) uniform sampler2D xform; \n" "in vec2 uv; \n" "out vec4 fs_color; \n" "void main() \n" "{ \n" "vec2 flipped = uv; \n" "flipped.y = 1.0 - flipped.y; \n" "flipped.x = flipped.x; \n" "vec4 rgb = texture(externalTexture, flipped); \n" "#ifdef USE_NONUNIFORM_SAMPLING \n" "float r = texture(xform, vec2(r, 0.0f)).r; \n" "float g = texture(xform, vec2(g, 0.0f)).g; \n" "float b = texture(xform, vec2(b, 0.0f)).b; \n" "#else \n" "float r = rgb.r; \n" "float g = rgb.g; \n" "float b = rgb.b; \n" "#endif \n" "fs_color.rgb = texture(tonemapper, vec3(r, g, b)).rgb; \n" "} \n";