114 lines
3.3 KiB
GLSL
114 lines
3.3 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_default = #define MODE_SIMPLE_COPY
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mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
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mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
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mode_mipmap = #define MODE_MIPMAP
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mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
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mode_cube_to_octahedral = #define CUBE_TO_OCTAHEDRAL \n#define USE_COPY_SECTION
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#[specializations]
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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out vec2 uv_interp;
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/* clang-format on */
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#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
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// Defined in 0-1 coords.
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uniform highp vec4 copy_section;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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uniform highp vec4 source_section;
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#endif
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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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#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
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gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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uv_interp = source_section.xy + uv_interp * source_section.zw;
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#endif
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}
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/* clang-format off */
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#[fragment]
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in vec2 uv_interp;
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/* clang-format on */
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#ifdef MODE_SIMPLE_COLOR
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uniform vec4 color_in;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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// Defined in 0-1 coords.
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uniform highp vec2 pixel_size;
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#endif
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#ifdef CUBE_TO_OCTAHEDRAL
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uniform samplerCube source_cube; // texunit:0
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vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return normalize(v);
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}
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#else
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uniform sampler2D source; // texunit:0
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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#ifdef MODE_SIMPLE_COPY
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vec4 color = texture(source, uv_interp);
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frag_color = color;
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#endif
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#ifdef MODE_SIMPLE_COLOR
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frag_color = color_in;
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#endif
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// Efficient box filter from Jimenez: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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// Approximates a Gaussian in a single pass.
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#ifdef MODE_GAUSSIAN_BLUR
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vec4 A = textureLod(source, uv_interp + pixel_size * vec2(-1.0, -1.0), 0.0);
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vec4 B = textureLod(source, uv_interp + pixel_size * vec2(0.0, -1.0), 0.0);
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vec4 C = textureLod(source, uv_interp + pixel_size * vec2(1.0, -1.0), 0.0);
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vec4 D = textureLod(source, uv_interp + pixel_size * vec2(-0.5, -0.5), 0.0);
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vec4 E = textureLod(source, uv_interp + pixel_size * vec2(0.5, -0.5), 0.0);
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vec4 F = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 0.0), 0.0);
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vec4 G = textureLod(source, uv_interp, 0.0);
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vec4 H = textureLod(source, uv_interp + pixel_size * vec2(1.0, 0.0), 0.0);
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vec4 I = textureLod(source, uv_interp + pixel_size * vec2(-0.5, 0.5), 0.0);
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vec4 J = textureLod(source, uv_interp + pixel_size * vec2(0.5, 0.5), 0.0);
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vec4 K = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 1.0), 0.0);
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vec4 L = textureLod(source, uv_interp + pixel_size * vec2(0.0, 1.0), 0.0);
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vec4 M = textureLod(source, uv_interp + pixel_size * vec2(1.0, 1.0), 0.0);
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float weight = 0.5 / 4.0;
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float lesser_weight = 0.125 / 4.0;
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frag_color = (D + E + I + J) * weight;
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frag_color += (A + B + G + F) * lesser_weight;
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frag_color += (B + C + H + G) * lesser_weight;
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frag_color += (F + G + L + K) * lesser_weight;
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frag_color += (G + H + M + L) * lesser_weight;
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#endif
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#ifdef CUBE_TO_OCTAHEDRAL
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// Treat the UV coordinates as 0-1 encoded octahedral coordinates.
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vec3 dir = oct_to_vec3(uv_interp * 2.0 - 1.0);
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frag_color = texture(source_cube, dir);
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#endif
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}
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