godot/drivers/gles3/shaders/copy.glsl

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[vertex]
layout(location=0) in highp vec4 vertex_attrib;
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
layout(location=4) in vec3 cube_in;
#else
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layout(location=4) in vec2 uv_in;
#endif
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layout(location=5) in vec2 uv2_in;
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
out vec3 cube_interp;
#else
out vec2 uv_interp;
#endif
out vec2 uv2_interp;
void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
#else
uv_interp = uv_in;
#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
}
[fragment]
#define M_PI 3.14159265359
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
in vec3 cube_interp;
#else
in vec2 uv_interp;
#endif
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; //texunit:0
#else
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uniform sampler2D source; //texunit:0
#endif
#ifdef USE_MULTIPLIER
uniform float multiplier;
#endif
#ifdef USE_PANORAMA
vec4 texturePanorama(vec3 normal,sampler2D pano ) {
vec2 st = vec2(
atan(normal.x, normal.z),
acos(normal.y)
);
if(st.x < 0.0)
st.x += M_PI*2.0;
st/=vec2(M_PI*2.0,M_PI);
return textureLod(pano,st,0.0);
}
#endif
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float sRGB_gamma_correct(float c){
float a = 0.055;
if(c < 0.0031308)
return 12.92*c;
else
return (1.0+a)*pow(c, 1.0/2.4) - a;
}
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uniform float stuff;
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uniform vec2 pixel_size;
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in vec2 uv2_interp;
#ifdef USE_BCS
uniform vec3 bcs;
#endif
#ifdef USE_COLOR_CORRECTION
uniform sampler2D color_correction; //texunit:1
#endif
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layout(location = 0) out vec4 frag_color;
void main() {
//vec4 color = color_interp;
#ifdef USE_PANORAMA
vec4 color = texturePanorama( normalize(cube_interp), source );
#elif defined(USE_CUBEMAP)
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vec4 color = texture( source_cube, normalize(cube_interp) );
#else
vec4 color = texture( source, uv_interp );
#endif
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#ifdef LINEAR_TO_SRGB
//regular Linear -> SRGB conversion
vec3 a = vec3(0.055);
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif
#ifdef DEBUG_GRADIENT
color.rg=uv_interp;
color.b=0.0;
#endif
#ifdef DISABLE_ALPHA
color.a=1.0;
#endif
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#ifdef GAUSSIAN_HORIZONTAL
color*=0.38774;
color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477;
color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136;
color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477;
color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136;
#endif
#ifdef GAUSSIAN_VERTICAL
color*=0.38774;
color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477;
color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136;
color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477;
color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136;
#endif
#ifdef USE_BCS
color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
#endif
#ifdef USE_COLOR_CORRECTION
color.r = texture(color_correction,vec2(color.r,0.0)).r;
color.g = texture(color_correction,vec2(color.g,0.0)).g;
color.b = texture(color_correction,vec2(color.b,0.0)).b;
#endif
#ifdef USE_MULTIPLIER
color.rgb*=multiplier;
#endif
frag_color = color;
}