godot/drivers/gles3/shaders/effect_blur.glsl
Hugo Locurcio 0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +02:00

317 lines
11 KiB
GLSL

/* 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_begin;
uniform float dof_end;
uniform vec2 dof_dir;
uniform float dof_radius;
#ifdef DOF_NEAR_BLUR_MERGE
uniform sampler2D source_dof_original; //texunit:2
#endif
#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
#ifdef USE_GLOW_HIGH_QUALITY
// Sample from two lines to capture single-pixel features.
// This is significantly slower, but looks better and is more stable for moving objects.
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.152781;
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.144599;
color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.122589;
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.093095;
color += textureLod(source_color, uv_interp + vec2(4.0, 0.0) * pix_size, lod) * 0.063327;
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.144599;
color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.122589;
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.093095;
color += textureLod(source_color, uv_interp + vec2(-4.0, 0.0) * pix_size, lod) * 0.063327;
color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pix_size, lod) * 0.152781;
color += textureLod(source_color, uv_interp + vec2(1.0, 1.0) * pix_size, lod) * 0.144599;
color += textureLod(source_color, uv_interp + vec2(2.0, 1.0) * pix_size, lod) * 0.122589;
color += textureLod(source_color, uv_interp + vec2(3.0, 1.0) * pix_size, lod) * 0.093095;
color += textureLod(source_color, uv_interp + vec2(4.0, 1.0) * pix_size, lod) * 0.063327;
color += textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * pix_size, lod) * 0.144599;
color += textureLod(source_color, uv_interp + vec2(-2.0, 1.0) * pix_size, lod) * 0.122589;
color += textureLod(source_color, uv_interp + vec2(-3.0, 1.0) * pix_size, lod) * 0.093095;
color += textureLod(source_color, uv_interp + vec2(-4.0, 1.0) * pix_size, lod) * 0.063327;
color *= 0.5;
#else
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;
#endif //USE_GLOW_HIGH_QUALITY
color *= glow_strength;
frag_color = color;
#endif //GLOW_GAUSSIAN_HORIZONTAL
#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
#ifdef DOF_FAR_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
float amount = smoothstep(dof_begin, dof_end, depth);
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 = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
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;
#endif
#ifdef DOF_NEAR_BLUR
vec4 color_accum = vec4(0.0);
float max_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) * dof_radius;
float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
float tap_k = dof_kernel[i];
vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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 - smoothstep(dof_end, dof_begin, tap_depth);
tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
#ifdef DOF_NEAR_FIRST_TAP
tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
#endif
max_accum = max(max_accum, tap_amount * ofs_influence);
color_accum += tap_color * tap_k;
}
color_accum.a = max(color_accum.a, sqrt(max_accum));
#ifdef DOF_NEAR_BLUR_MERGE
vec4 original = textureLod(source_dof_original, uv_interp, 0.0);
color_accum = mix(original, color_accum, color_accum.a);
#endif
#ifndef DOF_NEAR_FIRST_TAP
//color_accum=vec4(vec3(color_accum.a),1.0);
#endif
frag_color = color_accum;
#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
}