godot/drivers/gles3/shaders/copy.glsl

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/* clang-format off */
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#[modes]
mode_default = #define MODE_SIMPLE_COPY
mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
mode_cube_to_octahedral = #define CUBE_TO_OCTAHEDRAL \n#define USE_COPY_SECTION
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#[specializations]
#[vertex]
layout(location = 0) in vec2 vertex_attrib;
out vec2 uv_interp;
/* clang-format on */
#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
// Defined in 0-1 coords.
uniform highp vec4 copy_section;
#endif
#ifdef MODE_GAUSSIAN_BLUR
uniform highp vec4 source_section;
#endif
void main() {
uv_interp = vertex_attrib * 0.5 + 0.5;
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
#ifdef MODE_GAUSSIAN_BLUR
uv_interp = source_section.xy + uv_interp * source_section.zw;
#endif
}
/* clang-format off */
2021-11-16 15:25:42 +00:00
#[fragment]
in vec2 uv_interp;
/* clang-format on */
#ifdef MODE_SIMPLE_COLOR
uniform vec4 color_in;
#endif
#ifdef MODE_GAUSSIAN_BLUR
// Defined in 0-1 coords.
uniform highp vec2 pixel_size;
#endif
#ifdef CUBE_TO_OCTAHEDRAL
uniform samplerCube source_cube; // texunit:0
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return normalize(v);
}
#else
uniform sampler2D source; // texunit:0
#endif
layout(location = 0) out vec4 frag_color;
void main() {
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source, uv_interp);
frag_color = color;
#endif
#ifdef MODE_SIMPLE_COLOR
frag_color = color_in;
#endif
// Efficient box filter from Jimenez: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
// Approximates a Gaussian in a single pass.
#ifdef MODE_GAUSSIAN_BLUR
vec4 A = textureLod(source, uv_interp + pixel_size * vec2(-1.0, -1.0), 0.0);
vec4 B = textureLod(source, uv_interp + pixel_size * vec2(0.0, -1.0), 0.0);
vec4 C = textureLod(source, uv_interp + pixel_size * vec2(1.0, -1.0), 0.0);
vec4 D = textureLod(source, uv_interp + pixel_size * vec2(-0.5, -0.5), 0.0);
vec4 E = textureLod(source, uv_interp + pixel_size * vec2(0.5, -0.5), 0.0);
vec4 F = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 0.0), 0.0);
vec4 G = textureLod(source, uv_interp, 0.0);
vec4 H = textureLod(source, uv_interp + pixel_size * vec2(1.0, 0.0), 0.0);
vec4 I = textureLod(source, uv_interp + pixel_size * vec2(-0.5, 0.5), 0.0);
vec4 J = textureLod(source, uv_interp + pixel_size * vec2(0.5, 0.5), 0.0);
vec4 K = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 1.0), 0.0);
vec4 L = textureLod(source, uv_interp + pixel_size * vec2(0.0, 1.0), 0.0);
vec4 M = textureLod(source, uv_interp + pixel_size * vec2(1.0, 1.0), 0.0);
float weight = 0.5 / 4.0;
float lesser_weight = 0.125 / 4.0;
frag_color = (D + E + I + J) * weight;
frag_color += (A + B + G + F) * lesser_weight;
frag_color += (B + C + H + G) * lesser_weight;
frag_color += (F + G + L + K) * lesser_weight;
frag_color += (G + H + M + L) * lesser_weight;
#endif
#ifdef CUBE_TO_OCTAHEDRAL
// Treat the UV coordinates as 0-1 encoded octahedral coordinates.
vec3 dir = oct_to_vec3(uv_interp * 2.0 - 1.0);
frag_color = texture(source_cube, dir);
#endif
}