/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else precision highp float; precision highp int; #endif attribute vec2 vertex_attrib; // attrib:0 /* clang-format on */ attribute vec2 uv_in; // attrib:4 varying vec2 uv_interp; #ifdef USE_BLUR_SECTION uniform vec4 blur_section; #endif void main() { uv_interp = uv_in; gl_Position = vec4(vertex_attrib, 0.0, 1.0); #ifdef USE_BLUR_SECTION uv_interp = blur_section.xy + uv_interp * blur_section.zw; gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; #endif } /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else #if defined(USE_HIGHP_PRECISION) precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif #endif varying vec2 uv_interp; /* clang-format on */ uniform sampler2D source_color; //texunit:0 uniform float lod; uniform vec2 pixel_size; #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) #ifdef USE_GLES_OVER_GL #ifdef DOF_QUALITY_LOW const int dof_kernel_size = 5; const int dof_kernel_from = 2; const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); #endif #ifdef DOF_QUALITY_MEDIUM const int dof_kernel_size = 11; const int dof_kernel_from = 5; const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); #endif #ifdef DOF_QUALITY_HIGH const int dof_kernel_size = 21; const int dof_kernel_from = 10; const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif #endif uniform sampler2D dof_source_depth; //texunit:1 uniform float dof_far_begin; uniform float dof_far_end; uniform float dof_near_begin; uniform float dof_near_end; uniform vec2 dof_dir; uniform float dof_radius; #endif #ifdef GLOW_FIRST_PASS uniform highp float luminance_cap; uniform float glow_bloom; uniform float glow_hdr_threshold; uniform float glow_hdr_scale; #endif uniform float camera_z_far; uniform float camera_z_near; void main() { #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; color *= glow_strength; gl_FragColor = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; color *= glow_strength; gl_FragColor = color; #endif #ifndef USE_GLES_OVER_GL #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) #ifdef DOF_QUALITY_LOW const int dof_kernel_size = 5; const int dof_kernel_from = 2; float dof_kernel[5]; dof_kernel[0] = 0.153388; dof_kernel[1] = 0.221461; dof_kernel[2] = 0.250301; dof_kernel[3] = 0.221461; dof_kernel[4] = 0.153388; #endif #ifdef DOF_QUALITY_MEDIUM const int dof_kernel_size = 11; const int dof_kernel_from = 5; float dof_kernel[11]; dof_kernel[0] = 0.055037; dof_kernel[1] = 0.072806; dof_kernel[2] = 0.090506; dof_kernel[3] = 0.105726; dof_kernel[4] = 0.116061; dof_kernel[5] = 0.119726; dof_kernel[6] = 0.116061; dof_kernel[7] = 0.105726; dof_kernel[8] = 0.090506; dof_kernel[9] = 0.072806; dof_kernel[10] = 0.055037; #endif #ifdef DOF_QUALITY_HIGH const int dof_kernel_size = 21; const int dof_kernel_from = 10; float dof_kernel[21]; dof_kernel[0] = 0.028174; dof_kernel[1] = 0.032676; dof_kernel[2] = 0.037311; dof_kernel[3] = 0.041944; dof_kernel[4] = 0.046421; dof_kernel[5] = 0.050582; dof_kernel[6] = 0.054261; dof_kernel[7] = 0.057307; dof_kernel[8] = 0.059587; dof_kernel[9] = 0.060998; dof_kernel[10] = 0.061476; dof_kernel[11] = 0.060998; dof_kernel[12] = 0.059587; dof_kernel[13] = 0.057307; dof_kernel[14] = 0.054261; dof_kernel[15] = 0.050582; dof_kernel[16] = 0.046421; dof_kernel[17] = 0.041944; dof_kernel[18] = 0.037311; dof_kernel[19] = 0.032676; dof_kernel[20] = 0.028174; #endif #endif #endif //!USE_GLES_OVER_GL #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) vec4 color_accum = vec4(0.0); float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif // Combine near and far, our depth is unlikely to be in both ranges float amount = 1.0; #ifdef DOF_FAR_BLUR amount *= 1.0 - smoothstep(dof_far_begin, dof_far_end, depth); #endif #ifdef DOF_NEAR_BLUR amount *= smoothstep(dof_near_end, dof_near_begin, depth); #endif amount = 1.0 - amount; if (amount > 0.0) { float k_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; float tap_k = dof_kernel[i]; float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif float tap_amount = 1.0; #ifdef DOF_FAR_BLUR tap_amount *= int_ofs == 0 ? 0.0 : (1.0 - smoothstep(dof_far_begin, dof_far_end, tap_depth)); #endif #ifdef DOF_NEAR_BLUR tap_amount *= int_ofs == 0 ? 0.0 : (smoothstep(dof_near_end, dof_near_begin, tap_depth)); #endif tap_amount = 1.0 - tap_amount; tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k; k_accum += tap_k * tap_amount; color_accum += tap_color * tap_amount; } if (k_accum > 0.0) { color_accum /= k_accum; } gl_FragColor = color_accum; ///k_accum; } else { // We're in focus, no need to waste time sampling the same UV a bunch of times... gl_FragColor = texture2DLod(source_color, uv_interp, 0.0); } #endif #ifdef GLOW_FIRST_PASS float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b)); float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap)); #endif }