2024-01-19 05:14:36 +00:00
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/* clang-format off */
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#[modes]
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2024-05-08 08:04:47 +00:00
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mode_default =
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2024-01-19 05:14:36 +00:00
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#[specializations]
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USE_MULTIVIEW = false
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USE_GLOW = false
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USE_LUMINANCE_MULTIPLIER = false
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2024-04-25 19:24:51 +00:00
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USE_BCS = false
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USE_COLOR_CORRECTION = false
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USE_1D_LUT = false
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2024-01-19 05:14:36 +00:00
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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/* clang-format on */
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out vec2 uv_interp;
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void main() {
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uv_interp = vertex_attrib * 0.5 + 0.5;
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gl_Position = vec4(vertex_attrib, 1.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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/* clang-format on */
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2024-04-25 19:24:51 +00:00
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// If we reach this code, we always tonemap.
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#define APPLY_TONEMAPPING
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2024-01-19 05:14:36 +00:00
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#include "../tonemap_inc.glsl"
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#ifdef USE_MULTIVIEW
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uniform sampler2DArray source_color; // texunit:0
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#else
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uniform sampler2D source_color; // texunit:0
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#endif // USE_MULTIVIEW
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uniform float view;
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uniform float luminance_multiplier;
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#ifdef USE_GLOW
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uniform sampler2D glow_color; // texunit:1
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uniform vec2 pixel_size;
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uniform float glow_intensity;
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vec4 get_glow_color(vec2 uv) {
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vec2 half_pixel = pixel_size * 0.5;
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vec4 color = textureLod(glow_color, uv + vec2(-half_pixel.x * 2.0, 0.0), 0.0);
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color += textureLod(glow_color, uv + vec2(-half_pixel.x, half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(0.0, half_pixel.y * 2.0), 0.0);
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color += textureLod(glow_color, uv + vec2(half_pixel.x, half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(half_pixel.x * 2.0, 0.0), 0.0);
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color += textureLod(glow_color, uv + vec2(half_pixel.x, -half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(0.0, -half_pixel.y * 2.0), 0.0);
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color += textureLod(glow_color, uv + vec2(-half_pixel.x, -half_pixel.y), 0.0) * 2.0;
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return color / 12.0;
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}
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#endif // USE_GLOW
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2024-04-25 19:24:51 +00:00
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#ifdef USE_COLOR_CORRECTION
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#ifdef USE_1D_LUT
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uniform sampler2D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
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color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
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color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
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return color;
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}
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#else
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uniform sampler3D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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return textureLod(source_color_correction, color, 0.0).rgb;
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}
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#endif // USE_1D_LUT
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#endif // USE_COLOR_CORRECTION
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#ifdef USE_BCS
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vec3 apply_bcs(vec3 color) {
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color = mix(vec3(0.0), color, brightness);
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color = mix(vec3(0.5), color, contrast);
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color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation);
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return color;
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}
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#endif
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2024-01-19 05:14:36 +00:00
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in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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void main() {
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#ifdef USE_MULTIVIEW
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vec4 color = texture(source_color, vec3(uv_interp, view));
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#else
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vec4 color = texture(source_color, uv_interp);
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#endif
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#ifdef USE_GLOW
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vec4 glow = get_glow_color(uv_interp) * glow_intensity;
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// Just use softlight...
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glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f));
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color.rgb = max((color.rgb + glow.rgb) - (color.rgb * glow.rgb), vec3(0.0));
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#endif // USE_GLOW
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#ifdef USE_LUMINANCE_MULTIPLIER
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color = color / luminance_multiplier;
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#endif
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color.rgb = srgb_to_linear(color.rgb);
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color.rgb = apply_tonemapping(color.rgb, white);
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color.rgb = linear_to_srgb(color.rgb);
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#ifdef USE_BCS
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2024-04-25 19:24:51 +00:00
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color.rgb = apply_bcs(color.rgb);
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2024-01-19 05:14:36 +00:00
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#endif
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#ifdef USE_COLOR_CORRECTION
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2024-04-25 19:24:51 +00:00
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color.rgb = apply_color_correction(color.rgb);
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2024-01-19 05:14:36 +00:00
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#endif
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frag_color = color;
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}
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