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- /* 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;
- void main() {
- gl_Position = vertex_attrib;
- uv_interp = uv_in;
- #ifdef V_FLIP
- uv_interp.y = 1.0f - uv_interp.y;
- #endif
- }
- /* clang-format off */
- [fragment]
- #if !defined(GLES_OVER_GL)
- precision mediump float;
- #endif
- /* clang-format on */
- in vec2 uv_interp;
- uniform highp sampler2D source; //texunit:0
- uniform float exposure;
- uniform float white;
- #ifdef USE_AUTO_EXPOSURE
- uniform highp sampler2D source_auto_exposure; //texunit:1
- uniform highp float auto_exposure_grey;
- #endif
- #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)
- #define USING_GLOW // only use glow when at least one glow level is selected
- uniform highp sampler2D source_glow; //texunit:2
- uniform highp float glow_intensity;
- #endif
- #ifdef USE_BCS
- uniform vec3 bcs;
- #endif
- #ifdef USE_FXAA
- uniform vec2 pixel_size;
- #endif
- #ifdef USE_COLOR_CORRECTION
- uniform sampler2D color_correction; //texunit:3
- #endif
- layout(location = 0) out vec4 frag_color;
- #ifdef USE_GLOW_FILTER_BICUBIC
- // w0, w1, w2, and w3 are the four cubic B-spline basis functions
- float w0(float a) {
- return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
- }
- float w1(float a) {
- return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
- }
- float w2(float a) {
- return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
- }
- float w3(float a) {
- return (1.0f / 6.0f) * (a * a * a);
- }
- // g0 and g1 are the two amplitude functions
- float g0(float a) {
- return w0(a) + w1(a);
- }
- float g1(float a) {
- return w2(a) + w3(a);
- }
- // h0 and h1 are the two offset functions
- float h0(float a) {
- return -1.0f + w1(a) / (w0(a) + w1(a));
- }
- float h1(float a) {
- return 1.0f + w3(a) / (w2(a) + w3(a));
- }
- uniform ivec2 glow_texture_size;
- vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
- float lod = float(p_lod);
- vec2 tex_size = vec2(glow_texture_size >> p_lod);
- vec2 texel_size = vec2(1.0f) / tex_size;
- uv = uv * tex_size + vec2(0.5f);
- vec2 iuv = floor(uv);
- vec2 fuv = fract(uv);
- float g0x = g0(fuv.x);
- float g1x = g1(fuv.x);
- float h0x = h0(fuv.x);
- float h1x = h1(fuv.x);
- float h0y = h0(fuv.y);
- float h1y = h1(fuv.y);
- vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * texel_size;
- vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * texel_size;
- vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * texel_size;
- vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * texel_size;
- return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
- }
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
- #else
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
- #endif
- vec3 tonemap_filmic(vec3 color, float white) {
- // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
- // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
- // has no effect on the curve's general shape or visual properties
- const float exposure_bias = 2.0f;
- const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
- const float B = 0.30f * exposure_bias;
- const float C = 0.10f;
- const float D = 0.20f;
- const float E = 0.01f;
- const float F = 0.30f;
- vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
- float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
- return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
- }
- vec3 tonemap_aces(vec3 color, float white) {
- const float exposure_bias = 0.85f;
- const float A = 2.51f * exposure_bias * exposure_bias;
- const float B = 0.03f * exposure_bias;
- const float C = 2.43f * exposure_bias * exposure_bias;
- const float D = 0.59f * exposure_bias;
- const float E = 0.14f;
- vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
- float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
- return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
- }
- vec3 tonemap_reinhard(vec3 color, float white) {
- return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
- }
- vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
- const vec3 a = vec3(0.055f);
- return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
- }
- // inputs are LINEAR, If Linear tonemapping is selected no transform is performed else outputs are clamped [0, 1] color
- vec3 apply_tonemapping(vec3 color, float white) {
- #ifdef USE_REINHARD_TONEMAPPER
- return tonemap_reinhard(color, white);
- #endif
- #ifdef USE_FILMIC_TONEMAPPER
- return tonemap_filmic(color, white);
- #endif
- #ifdef USE_ACES_TONEMAPPER
- return tonemap_aces(color, white);
- #endif
- return color; // no other selected -> linear: no color transform applied
- }
- vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
- vec3 glow = vec3(0.0f);
- #ifdef USE_GLOW_LEVEL1
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL2
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL3
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL4
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL5
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL6
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
- #endif
- #ifdef USE_GLOW_LEVEL7
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
- #endif
- return glow;
- }
- vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
- #ifdef USE_GLOW_REPLACE
- color = glow;
- #endif
- #ifdef USE_GLOW_SCREEN
- //need color clamping
- color = clamp(color, vec3(0.0f), vec3(1.0f));
- color = max((color + glow) - (color * glow), vec3(0.0));
- #endif
- #ifdef USE_GLOW_SOFTLIGHT
- //need color clamping
- color = clamp(color, vec3(0.0f), vec3(1.0));
- glow = glow * vec3(0.5f) + vec3(0.5f);
- color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
- color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
- color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
- #endif
- #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
- color += glow;
- #endif
- return color;
- }
- vec3 apply_bcs(vec3 color, vec3 bcs) {
- color = mix(vec3(0.0f), color, bcs.x);
- color = mix(vec3(0.5f), color, bcs.y);
- color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
- return color;
- }
- vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
- color.r = texture(correction_tex, vec2(color.r, 0.0f)).r;
- color.g = texture(correction_tex, vec2(color.g, 0.0f)).g;
- color.b = texture(correction_tex, vec2(color.b, 0.0f)).b;
- return color;
- }
- vec3 apply_fxaa(vec3 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
- const float FXAA_REDUCE_MIN = (1.0 / 128.0);
- const float FXAA_REDUCE_MUL = (1.0 / 8.0);
- const float FXAA_SPAN_MAX = 8.0;
- vec3 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz * exposure;
- vec3 rgbM = color;
- 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 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source, uv_interp + dir * 0.5, 0.0).xyz);
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
- return rgbA;
- } else {
- return rgbB;
- }
- }
- // From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
- // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
- // NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
- vec3 screen_space_dither(vec2 frag_coord) {
- // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
- vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
- dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
- // Subtract 0.5 to avoid slightly brightening the whole viewport.
- return (dither.rgb - 0.5) / 255.0;
- }
- void main() {
- vec3 color = textureLod(source, uv_interp, 0.0f).rgb;
- // Exposure
- float full_exposure = exposure;
- #ifdef USE_AUTO_EXPOSURE
- full_exposure /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
- #endif
- color *= full_exposure;
- #ifdef USE_FXAA
- // FXAA must be applied before tonemapping.
- color = apply_fxaa(color, full_exposure, uv_interp, pixel_size);
- #endif
- #ifdef USE_DEBANDING
- // For best results, debanding should be done before tonemapping.
- // Otherwise, we're adding noise to an already-quantized image.
- color += screen_space_dither(gl_FragCoord.xy);
- #endif
- // Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
- // Ensure color values are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = apply_tonemapping(max(vec3(0.0), color), white);
- #ifdef KEEP_3D_LINEAR
- // leave color as is (-> don't convert to SRGB)
- #else
- //need color clamping
- color = clamp(color, vec3(0.0f), vec3(1.0f));
- color = linear_to_srgb(color); // regular linear -> SRGB conversion (needs clamped values)
- #endif
- // Glow
- #ifdef USING_GLOW
- vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity;
- // high dynamic range -> SRGB
- glow = apply_tonemapping(glow, white);
- glow = clamp(glow, vec3(0.0f), vec3(1.0f));
- glow = linear_to_srgb(glow);
- color = apply_glow(color, glow);
- #endif
- // Additional effects
- #ifdef USE_BCS
- color = apply_bcs(color, bcs);
- #endif
- #ifdef USE_COLOR_CORRECTION
- color = apply_color_correction(color, color_correction);
- #endif
- frag_color = vec4(color, 1.0f);
- }
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