eac4c984df
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
324 lines
7.1 KiB
GLSL
324 lines
7.1 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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gl_Position = vertex_attrib;
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0-uv_interp.y;
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#endif
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}
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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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in vec2 uv_interp;
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uniform highp sampler2D source; //texunit:0
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uniform float exposure;
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uniform float white;
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#ifdef 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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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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uniform highp sampler2D source_glow; //texunit:2
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uniform highp float glow_intensity;
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#endif
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:3
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#endif
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_GLOW_FILTER_BICUBIC
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// w0, w1, w2, and w3 are the four cubic B-spline basis functions
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float w0(float a)
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{
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return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
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}
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float w1(float a)
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{
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return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
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}
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float w2(float a)
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{
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return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
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}
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float w3(float a)
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{
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return (1.0/6.0)*(a*a*a);
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}
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// g0 and g1 are the two amplitude functions
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float g0(float a)
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{
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return w0(a) + w1(a);
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}
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float g1(float a)
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{
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return w2(a) + w3(a);
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}
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// h0 and h1 are the two offset functions
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float h0(float a)
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{
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return -1.0 + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a)
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{
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return 1.0 + w3(a) / (w2(a) + w3(a));
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}
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uniform ivec2 glow_texture_size;
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vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod)
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{
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float lod=float(p_lod);
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vec2 tex_size = vec2(glow_texture_size >> p_lod);
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vec2 pixel_size =1.0/tex_size;
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uv = uv*tex_size + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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float g0x = g0(fuv.x);
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float g1x = g1(fuv.x);
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float h0x = h0(fuv.x);
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float h1x = h1(fuv.x);
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float h0y = h0(fuv.y);
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float h1y = h1(fuv.y);
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vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size;
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return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) +
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g1x * textureLod(tex, p1,lod)) +
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g1(fuv.y) * (g0x * textureLod(tex, p2,lod) +
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g1x * textureLod(tex, p3,lod));
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}
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#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod)
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#else
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#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod))
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#endif
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vec3 tonemap_filmic(vec3 color,float white) {
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
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float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
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return coltn/whitetn;
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}
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vec3 tonemap_aces(vec3 color) {
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0));
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}
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vec3 tonemap_reindhart(vec3 color,float white) {
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return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color );
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}
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void main() {
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vec4 color = textureLod(source, uv_interp, 0.0);
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#ifdef USE_AUTO_EXPOSURE
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color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
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#endif
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color*=exposure;
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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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#define USING_GLOW
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#endif
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#if defined(USING_GLOW)
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vec3 glow = vec3(0.0);
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#ifdef USE_GLOW_LEVEL1
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL2
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL3
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL4
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL5
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL6
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL7
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glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb;
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#endif
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glow *= glow_intensity;
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#endif
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#ifdef USE_REINDHART_TONEMAPPER
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color.rgb = tonemap_reindhart(color.rgb,white);
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# if defined(USING_GLOW)
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glow = tonemap_reindhart(glow,white);
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# endif
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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color.rgb = tonemap_filmic(color.rgb,white);
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# if defined(USING_GLOW)
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glow = tonemap_filmic(glow,white);
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# endif
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#endif
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#ifdef USE_ACES_TONEMAPPER
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color.rgb = tonemap_aces(color.rgb);
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# if defined(USING_GLOW)
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glow = tonemap_aces(glow);
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# endif
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#endif
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
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#if defined(USING_GLOW)
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glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308)));
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#endif
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//glow needs to be added in SRGB space (together with image space effects)
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color.rgb = clamp(color.rgb,0.0,1.0);
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#if defined(USING_GLOW)
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glow = clamp(glow,0.0,1.0);
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#endif
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#ifdef USE_GLOW_REPLACE
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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{
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glow = (glow * 0.5) + 0.5;
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color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
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color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
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color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
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}
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#endif
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#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
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//additive
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color.rgb+=glow;
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#endif
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
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color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color.r = texture(color_correction,vec2(color.r,0.0)).r;
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color.g = texture(color_correction,vec2(color.g,0.0)).g;
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color.b = texture(color_correction,vec2(color.b,0.0)).b;
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#endif
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frag_color=vec4(color.rgb,1.0);
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}
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