[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 #ifdef USE_CUBEMAP attribute vec3 cube_in; // attrib:4 #else attribute vec2 uv_in; // attrib:4 #endif attribute vec2 uv2_in; // attrib:5 #ifdef USE_CUBEMAP varying vec3 cube_interp; #else varying vec2 uv_interp; #endif varying 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_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif #define LUM_RANGE 4.0 #ifdef USE_CUBEMAP varying vec3 cube_interp; uniform samplerCube source_cube; #else varying vec2 uv_interp; uniform sampler2D source; #endif varying vec2 uv2_interp; #ifdef USE_GLOW uniform sampler2D glow_source; #endif #if defined(USE_HDR) && defined(USE_GLOW_COPY) uniform highp float hdr_glow_treshold; uniform highp float hdr_glow_scale; #endif #ifdef USE_HDR uniform sampler2D hdr_source; uniform highp float tonemap_exposure; #endif #ifdef USE_BCS uniform vec3 bcs; #endif #ifdef USE_GAMMA uniform float gamma; #endif #ifdef USE_GLOW_COPY uniform float bloom; uniform float bloom_treshold; #endif #if defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE) uniform vec2 pixel_size; #ifdef USE_HDR_STORE uniform highp float hdr_time_delta; uniform highp float hdr_exp_adj_speed; uniform highp float min_luminance; uniform highp float max_luminance; uniform sampler2D source_vd_lum; #endif //endif #elif defined(USE_FXAA) uniform vec2 pixel_size; #endif #ifdef USE_ENERGY uniform highp float energy; #endif void main() { //vec4 color = color_interp; #ifdef USE_CUBEMAP vec4 color = textureCube( source_cube, normalize(cube_interp) ); #else vec4 color = texture2D( source, uv_interp ); #endif #ifdef USE_FXAA #define FXAA_REDUCE_MIN (1.0/ 128.0) #define FXAA_REDUCE_MUL (1.0 / 8.0) #define FXAA_SPAN_MAX 8.0 { vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz; vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz; vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz; vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz; vec3 rgbM = color.rgb; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * pixel_size; vec3 rgbA = 0.5 * ( texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(source, uv_interp + dir * -0.5).xyz + texture2D(source, uv_interp + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color.rgb = rgbA; else color.rgb = rgbB; } #endif //color.rg=uv_interp; #ifdef USE_BCS color.rgb = mix(vec3(0.0),color.rgb,bcs.x); color.rgb = mix(vec3(0.5),color.rgb,bcs.y); color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); #endif #ifdef BLUR_V_PASS color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)); color*=(1.0/7.0); #endif #ifdef BLUR_H_PASS color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)); color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)); color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)); color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)); color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)); color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)); color*=(1.0/7.0); #endif #ifdef USE_HDR highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult ); color.rgb*=LUM_RANGE; hdr_lum*=LUM_RANGE; //restore to full range highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported color.rgb*=tone_scale; #endif #ifdef USE_GLOW_COPY highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; #ifdef USE_HDR highp float collum = max(color.r,max(color.g,color.b)); glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale; #endif color.rgb=glowcol; color.a=0.0; #endif #ifdef USE_GLOW vec4 glow = texture2D( glow_source, uv2_interp ); #if 1 //ifdef USE_GLOW_SCREEN color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0); #else color.rgb+=glow.rgb; #endif #endif #ifdef USE_GAMMA color.rgb = pow(color.rgb,gamma); #endif #ifdef USE_HDR_COPY //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); highp float lum = max(color.r,max(color.g,color.b)); highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #endif #ifdef USE_HDR_REDUCE highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0); highp float lum_accum = dot(color,_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv ); lum_accum/=9.0; #ifdef USE_HDR_STORE highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); #endif highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #endif #ifdef USE_RGBE color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0)); #endif #ifdef USE_ENERGY color.rgb*=energy; #endif #ifdef USE_NO_ALPHA color.a=1.0; #endif gl_FragColor = color; }