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- /* clang-format off */
- [vertex]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- precision highp float;
- precision highp int;
- #endif
- layout(location = 0) in vec2 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 = vec4(vertex_attrib, 0.0, 1.0);
- #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]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- #if defined(USE_HIGHP_PRECISION)
- precision highp float;
- precision highp int;
- #else
- precision mediump float;
- precision mediump int;
- #endif
- #endif
- in vec2 uv_interp;
- /* clang-format on */
- uniform sampler2D source_color; //texunit:0
- uniform float lod;
- uniform vec2 pixel_size;
- #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
- uniform float glow_strength;
- #endif
- #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
- #ifdef USE_GLES_OVER_GL
- #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
- #endif
- uniform sampler2D dof_source_depth; //texunit:1
- uniform float dof_begin;
- uniform float dof_end;
- uniform vec2 dof_dir;
- uniform float dof_radius;
- #endif
- #ifdef GLOW_FIRST_PASS
- uniform highp float luminance_cap;
- 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;
- layout(location = 0) out vec4 frag_color;
- void main() {
- #ifdef GLOW_GAUSSIAN_HORIZONTAL
- vec2 pix_size = pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- 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;
- color *= glow_strength;
- frag_color = color;
- #endif
- #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
- #ifndef USE_GLES_OVER_GL
- #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;
- float dof_kernel[5];
- dof_kernel[0] = 0.153388;
- dof_kernel[1] = 0.221461;
- dof_kernel[2] = 0.250301;
- dof_kernel[3] = 0.221461;
- dof_kernel[4] = 0.153388;
- #endif
- #ifdef DOF_QUALITY_MEDIUM
- const int dof_kernel_size = 11;
- const int dof_kernel_from = 5;
- float dof_kernel[11];
- dof_kernel[0] = 0.055037;
- dof_kernel[1] = 0.072806;
- dof_kernel[2] = 0.090506;
- dof_kernel[3] = 0.105726;
- dof_kernel[4] = 0.116061;
- dof_kernel[5] = 0.119726;
- dof_kernel[6] = 0.116061;
- dof_kernel[7] = 0.105726;
- dof_kernel[8] = 0.090506;
- dof_kernel[9] = 0.072806;
- dof_kernel[10] = 0.055037;
- #endif
- #ifdef DOF_QUALITY_HIGH
- const int dof_kernel_size = 21;
- const int dof_kernel_from = 10;
- float dof_kernel[21];
- dof_kernel[0] = 0.028174;
- dof_kernel[1] = 0.032676;
- dof_kernel[2] = 0.037311;
- dof_kernel[3] = 0.041944;
- dof_kernel[4] = 0.046421;
- dof_kernel[5] = 0.050582;
- dof_kernel[6] = 0.054261;
- dof_kernel[7] = 0.057307;
- dof_kernel[8] = 0.059587;
- dof_kernel[9] = 0.060998;
- dof_kernel[10] = 0.061476;
- dof_kernel[11] = 0.060998;
- dof_kernel[12] = 0.059587;
- dof_kernel[13] = 0.057307;
- dof_kernel[14] = 0.054261;
- dof_kernel[15] = 0.050582;
- dof_kernel[16] = 0.046421;
- dof_kernel[17] = 0.041944;
- dof_kernel[18] = 0.037311;
- dof_kernel[19] = 0.032676;
- dof_kernel[20] = 0.028174;
- #endif
- #endif
- #endif //!USE_GLES_OVER_GL
- #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 = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
- 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 - abs(float(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));
- frag_color = color_accum;
- #endif
- #ifdef GLOW_FIRST_PASS
- 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
- }
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