255 lines
8.0 KiB
GLSL
255 lines
8.0 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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out vec2 uv_interp;
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#ifdef USE_BLUR_SECTION
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uniform vec4 blur_section;
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#endif
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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#ifdef USE_BLUR_SECTION
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uv_interp = blur_section.xy + uv_interp * blur_section.zw;
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gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
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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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#if !defined(GLES_OVER_GL)
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precision mediump float;
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#endif
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/* clang-format on */
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in vec2 uv_interp;
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uniform sampler2D source_color; //texunit:0
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#ifdef SSAO_MERGE
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uniform sampler2D source_ssao; //texunit:1
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#endif
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uniform float lod;
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uniform vec2 pixel_size;
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layout(location = 0) out vec4 frag_color;
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#ifdef SSAO_MERGE
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uniform vec4 ssao_color;
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#endif
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#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
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uniform float glow_strength;
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#endif
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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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);
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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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);
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#endif
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uniform sampler2D dof_source_depth; //texunit:1
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uniform float dof_far_begin;
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uniform float dof_far_end;
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uniform float dof_near_begin;
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uniform float dof_near_end;
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uniform vec2 dof_dir;
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uniform float dof_radius;
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#endif
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#ifdef GLOW_FIRST_PASS
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uniform float exposure;
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uniform float white;
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uniform highp float luminance_cap;
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#ifdef GLOW_USE_AUTO_EXPOSURE
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uniform highp sampler2D source_auto_exposure; //texunit:1
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uniform highp float auto_exposure_grey;
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#endif
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uniform float glow_bloom;
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uniform float glow_hdr_threshold;
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uniform float glow_hdr_scale;
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#endif
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uniform float camera_z_far;
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uniform float camera_z_near;
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void main() {
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#ifdef GAUSSIAN_HORIZONTAL
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vec2 pix_size = pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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// sigma 2
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vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
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color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
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color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
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color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
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color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
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color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
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color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
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frag_color = color;
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#endif
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#ifdef GAUSSIAN_VERTICAL
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vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774;
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color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477;
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color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136;
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color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477;
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color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136;
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frag_color = color;
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#endif
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//glow uses larger sigma for a more rounded blur effect
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#ifdef GLOW_GAUSSIAN_HORIZONTAL
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vec2 pix_size = pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
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color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
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color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
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color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
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color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
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color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
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color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
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color *= glow_strength;
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frag_color = color;
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#endif
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#ifdef GLOW_GAUSSIAN_VERTICAL
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vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
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color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
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color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
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color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
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color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
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color *= glow_strength;
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frag_color = color;
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#endif
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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vec4 color_accum = vec4(0.0);
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float depth = textureLod(dof_source_depth, uv_interp, 0.0).r;
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depth = depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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#endif
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// Combine near and far, our depth is unlikely to be in both ranges
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float amount = 1.0;
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#ifdef DOF_FAR_BLUR
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amount *= 1.0 - smoothstep(dof_far_begin, dof_far_end, depth);
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#endif
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#ifdef DOF_NEAR_BLUR
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amount *= smoothstep(dof_near_end, dof_near_begin, depth);
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#endif
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amount = 1.0 - amount;
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if (amount > 0.0) {
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
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float tap_k = dof_kernel[i];
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
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#endif
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float tap_amount = 1.0;
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#ifdef DOF_FAR_BLUR
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tap_amount *= mix(1.0 - smoothstep(dof_far_begin, dof_far_end, tap_depth), 0.0, int_ofs == 0);
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#endif
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#ifdef DOF_NEAR_BLUR
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tap_amount *= mix(smoothstep(dof_near_end, dof_near_begin, tap_depth), 0.0, int_ofs == 0);
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#endif
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tap_amount = 1.0 - tap_amount;
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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}
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if (k_accum > 0.0) {
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color_accum /= k_accum;
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}
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frag_color = color_accum; ///k_accum;
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} else {
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// We're in focus, no need to waste time sampling the same UV a bunch of times...
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frag_color = textureLod(source_color, uv_interp, 0.0);
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}
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#endif
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#ifdef GLOW_FIRST_PASS
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#ifdef GLOW_USE_AUTO_EXPOSURE
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frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
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#endif
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frag_color *= exposure;
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float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
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frag_color = min(frag_color * feedback, vec4(luminance_cap));
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#endif
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#ifdef SIMPLE_COPY
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vec4 color = textureLod(source_color, uv_interp, 0.0);
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frag_color = color;
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#endif
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#ifdef SSAO_MERGE
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vec4 color = textureLod(source_color, uv_interp, 0.0);
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float ssao = textureLod(source_ssao, uv_interp, 0.0).r;
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frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
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#endif
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}
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