/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; #ifdef USE_BLUR_SECTION uniform vec4 blur_section; #endif void main() { uv_interp = uv_in; gl_Position = vertex_attrib; #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] #if !defined(GLES_OVER_GL) precision mediump float; #endif /* clang-format on */ in vec2 uv_interp; uniform sampler2D source_color; //texunit:0 #ifdef SSAO_MERGE uniform sampler2D source_ssao; //texunit:1 #endif uniform float lod; uniform vec2 pixel_size; layout(location = 0) out vec4 frag_color; #ifdef SSAO_MERGE uniform vec4 ssao_color; #endif #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif #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; 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 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 float exposure; uniform float white; uniform highp float luminance_cap; #ifdef GLOW_USE_AUTO_EXPOSURE uniform highp sampler2D source_auto_exposure; //texunit:1 uniform highp float auto_exposure_grey; #endif 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 GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples // sigma 2 vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514; color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514; color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; frag_color = color; #endif #ifdef GAUSSIAN_VERTICAL vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; frag_color = color; #endif //glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; color *= glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; color *= glow_strength; frag_color = color; #endif #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) vec4 color_accum = vec4(0.0); float depth = textureLod(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 = texture(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 *= mix(1.0 - smoothstep(dof_far_begin, dof_far_end, tap_depth), 0.0, int_ofs == 0); #endif #ifdef DOF_NEAR_BLUR tap_amount *= mix(smoothstep(dof_near_end, dof_near_begin, tap_depth), 0.0, int_ofs == 0); #endif tap_amount = 1.0 - tap_amount; tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect vec4 tap_color = textureLod(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; } frag_color = color_accum; ///k_accum; } else { // We're in focus, no need to waste time sampling the same UV a bunch of times... frag_color = textureLod(source_color, uv_interp, 0.0); } #endif #ifdef GLOW_FIRST_PASS #ifdef GLOW_USE_AUTO_EXPOSURE frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; #endif frag_color *= exposure; float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); frag_color = min(frag_color * feedback, vec4(luminance_cap)); #endif #ifdef SIMPLE_COPY vec4 color = textureLod(source_color, uv_interp, 0.0); frag_color = color; #endif #ifdef SSAO_MERGE vec4 color = textureLod(source_color, uv_interp, 0.0); float ssao = textureLod(source_ssao, uv_interp, 0.0).r; frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); #endif }