godot/drivers/gles3/shaders/copy.glsl

87 lines
1.3 KiB
Plaintext
Raw Normal View History

[vertex]
layout(location=0) in highp vec4 vertex_attrib;
#ifdef USE_CUBEMAP
layout(location=4) in vec3 cube_in;
#else
2016-10-29 23:48:09 +00:00
layout(location=4) in vec2 uv_in;
#endif
2016-10-29 23:48:09 +00:00
layout(location=5) in vec2 uv2_in;
#ifdef USE_CUBEMAP
out vec3 cube_interp;
#else
out vec2 uv_interp;
#endif
out vec2 uv2_interp;
void main() {
#ifdef USE_CUBEMAP
cube_interp = cube_in;
#else
uv_interp = uv_in;
#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
}
[fragment]
#ifdef USE_CUBEMAP
in vec3 cube_interp;
2016-10-21 10:27:13 +00:00
uniform samplerCube source_cube; //texunit:0
#else
in vec2 uv_interp;
2016-10-21 10:27:13 +00:00
uniform sampler2D source; //texunit:0
#endif
2016-10-21 10:27:13 +00:00
2016-10-29 23:48:09 +00:00
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;
}
2016-10-21 10:27:13 +00:00
uniform float stuff;
in vec2 uv2_interp;
2016-10-21 10:27:13 +00:00
layout(location = 0) out vec4 frag_color;
void main() {
//vec4 color = color_interp;
2016-10-21 10:27:13 +00:00
#ifdef USE_CUBEMAP
vec4 color = texture( source_cube, normalize(cube_interp) );
#else
vec4 color = texture( source, uv_interp );
#endif
2016-10-29 23:48:09 +00:00
#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
2016-10-21 10:27:13 +00:00
frag_color = color;
}