effect_blur.glsl 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353
  1. /* clang-format off */
  2. [vertex]
  3. #ifdef USE_GLES_OVER_GL
  4. #define lowp
  5. #define mediump
  6. #define highp
  7. #else
  8. precision highp float;
  9. precision highp int;
  10. #endif
  11. attribute vec2 vertex_attrib; // attrib:0
  12. /* clang-format on */
  13. attribute vec2 uv_in; // attrib:4
  14. varying vec2 uv_interp;
  15. #ifdef USE_BLUR_SECTION
  16. uniform vec4 blur_section;
  17. #endif
  18. void main() {
  19. uv_interp = uv_in;
  20. gl_Position = vec4(vertex_attrib, 0.0, 1.0);
  21. #ifdef USE_BLUR_SECTION
  22. uv_interp = blur_section.xy + uv_interp * blur_section.zw;
  23. gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
  24. #endif
  25. }
  26. /* clang-format off */
  27. [fragment]
  28. // texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
  29. // Do not copy these defines in the vertex section.
  30. #ifndef USE_GLES_OVER_GL
  31. #ifdef GL_EXT_shader_texture_lod
  32. #extension GL_EXT_shader_texture_lod : enable
  33. #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
  34. #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
  35. #endif
  36. #endif // !USE_GLES_OVER_GL
  37. #ifdef GL_ARB_shader_texture_lod
  38. #extension GL_ARB_shader_texture_lod : enable
  39. #endif
  40. #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
  41. #define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
  42. #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
  43. #endif
  44. #ifdef USE_GLES_OVER_GL
  45. #define lowp
  46. #define mediump
  47. #define highp
  48. #else
  49. #if defined(USE_HIGHP_PRECISION)
  50. precision highp float;
  51. precision highp int;
  52. #else
  53. precision mediump float;
  54. precision mediump int;
  55. #endif
  56. #endif
  57. varying vec2 uv_interp;
  58. /* clang-format on */
  59. uniform sampler2D source_color; //texunit:0
  60. uniform float lod;
  61. uniform vec2 pixel_size;
  62. #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
  63. uniform float glow_strength;
  64. #endif
  65. #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
  66. #ifdef USE_GLES_OVER_GL
  67. #ifdef DOF_QUALITY_LOW
  68. const int dof_kernel_size = 5;
  69. const int dof_kernel_from = 2;
  70. const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
  71. #endif
  72. #ifdef DOF_QUALITY_MEDIUM
  73. const int dof_kernel_size = 11;
  74. const int dof_kernel_from = 5;
  75. 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);
  76. #endif
  77. #ifdef DOF_QUALITY_HIGH
  78. const int dof_kernel_size = 21;
  79. const int dof_kernel_from = 10;
  80. 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);
  81. #endif
  82. #endif
  83. uniform sampler2D dof_source_depth; //texunit:1
  84. uniform float dof_begin;
  85. uniform float dof_end;
  86. uniform vec2 dof_dir;
  87. uniform float dof_radius;
  88. #endif
  89. #ifdef GLOW_FIRST_PASS
  90. uniform highp float luminance_cap;
  91. uniform float glow_bloom;
  92. uniform float glow_hdr_threshold;
  93. uniform float glow_hdr_scale;
  94. #endif
  95. uniform float camera_z_far;
  96. uniform float camera_z_near;
  97. void main() {
  98. // Instead of writing directly to gl_FragColor,
  99. // we use an intermediate, and only write
  100. // to gl_FragColor ONCE at the end of the shader.
  101. // This is because some hardware can have huge
  102. // slowdown if you modify gl_FragColor multiple times.
  103. vec4 frag_color;
  104. #ifdef GLOW_GAUSSIAN_HORIZONTAL
  105. vec2 pix_size = pixel_size;
  106. pix_size *= 0.5; //reading from larger buffer, so use more samples
  107. #ifdef USE_GLOW_HIGH_QUALITY
  108. // Sample from two lines to capture single-pixel features.
  109. // This is significantly slower, but looks better and is more stable for moving objects.
  110. vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.152781;
  111. color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.144599;
  112. color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.122589;
  113. color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.093095;
  114. color += texture2DLod(source_color, uv_interp + vec2(4.0, 0.0) * pix_size, lod) * 0.063327;
  115. color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.144599;
  116. color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.122589;
  117. color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.093095;
  118. color += texture2DLod(source_color, uv_interp + vec2(-4.0, 0.0) * pix_size, lod) * 0.063327;
  119. color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pix_size, lod) * 0.152781;
  120. color += texture2DLod(source_color, uv_interp + vec2(1.0, 1.0) * pix_size, lod) * 0.144599;
  121. color += texture2DLod(source_color, uv_interp + vec2(2.0, 1.0) * pix_size, lod) * 0.122589;
  122. color += texture2DLod(source_color, uv_interp + vec2(3.0, 1.0) * pix_size, lod) * 0.093095;
  123. color += texture2DLod(source_color, uv_interp + vec2(4.0, 1.0) * pix_size, lod) * 0.063327;
  124. color += texture2DLod(source_color, uv_interp + vec2(-1.0, 1.0) * pix_size, lod) * 0.144599;
  125. color += texture2DLod(source_color, uv_interp + vec2(-2.0, 1.0) * pix_size, lod) * 0.122589;
  126. color += texture2DLod(source_color, uv_interp + vec2(-3.0, 1.0) * pix_size, lod) * 0.093095;
  127. color += texture2DLod(source_color, uv_interp + vec2(-4.0, 1.0) * pix_size, lod) * 0.063327;
  128. color *= 0.5;
  129. #else
  130. vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
  131. color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
  132. color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
  133. color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
  134. color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
  135. color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
  136. color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
  137. #endif //USE_GLOW_HIGH_QUALITY
  138. color *= glow_strength;
  139. frag_color = color;
  140. #endif //GLOW_GAUSSIAN_HORIZONTAL
  141. #ifdef GLOW_GAUSSIAN_VERTICAL
  142. vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
  143. color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
  144. color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
  145. color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
  146. color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
  147. color *= glow_strength;
  148. frag_color = color;
  149. #endif
  150. #ifndef USE_GLES_OVER_GL
  151. #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
  152. #ifdef DOF_QUALITY_LOW
  153. const int dof_kernel_size = 5;
  154. const int dof_kernel_from = 2;
  155. float dof_kernel[5];
  156. dof_kernel[0] = 0.153388;
  157. dof_kernel[1] = 0.221461;
  158. dof_kernel[2] = 0.250301;
  159. dof_kernel[3] = 0.221461;
  160. dof_kernel[4] = 0.153388;
  161. #endif
  162. #ifdef DOF_QUALITY_MEDIUM
  163. const int dof_kernel_size = 11;
  164. const int dof_kernel_from = 5;
  165. float dof_kernel[11];
  166. dof_kernel[0] = 0.055037;
  167. dof_kernel[1] = 0.072806;
  168. dof_kernel[2] = 0.090506;
  169. dof_kernel[3] = 0.105726;
  170. dof_kernel[4] = 0.116061;
  171. dof_kernel[5] = 0.119726;
  172. dof_kernel[6] = 0.116061;
  173. dof_kernel[7] = 0.105726;
  174. dof_kernel[8] = 0.090506;
  175. dof_kernel[9] = 0.072806;
  176. dof_kernel[10] = 0.055037;
  177. #endif
  178. #ifdef DOF_QUALITY_HIGH
  179. const int dof_kernel_size = 21;
  180. const int dof_kernel_from = 10;
  181. float dof_kernel[21];
  182. dof_kernel[0] = 0.028174;
  183. dof_kernel[1] = 0.032676;
  184. dof_kernel[2] = 0.037311;
  185. dof_kernel[3] = 0.041944;
  186. dof_kernel[4] = 0.046421;
  187. dof_kernel[5] = 0.050582;
  188. dof_kernel[6] = 0.054261;
  189. dof_kernel[7] = 0.057307;
  190. dof_kernel[8] = 0.059587;
  191. dof_kernel[9] = 0.060998;
  192. dof_kernel[10] = 0.061476;
  193. dof_kernel[11] = 0.060998;
  194. dof_kernel[12] = 0.059587;
  195. dof_kernel[13] = 0.057307;
  196. dof_kernel[14] = 0.054261;
  197. dof_kernel[15] = 0.050582;
  198. dof_kernel[16] = 0.046421;
  199. dof_kernel[17] = 0.041944;
  200. dof_kernel[18] = 0.037311;
  201. dof_kernel[19] = 0.032676;
  202. dof_kernel[20] = 0.028174;
  203. #endif
  204. #endif
  205. #endif //!USE_GLES_OVER_GL
  206. #ifdef DOF_FAR_BLUR
  207. vec4 color_accum = vec4(0.0);
  208. float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r;
  209. depth = depth * 2.0 - 1.0;
  210. #ifdef USE_ORTHOGONAL_PROJECTION
  211. depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
  212. #else
  213. depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
  214. #endif
  215. float amount = smoothstep(dof_begin, dof_end, depth);
  216. vec4 k_accum = vec4(0.0);
  217. for (int i = 0; i < dof_kernel_size; i++) {
  218. int int_ofs = i - dof_kernel_from;
  219. vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
  220. float tap_k = dof_kernel[i];
  221. float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
  222. tap_depth = tap_depth * 2.0 - 1.0;
  223. #ifdef USE_ORTHOGONAL_PROJECTION
  224. tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
  225. #else
  226. tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
  227. #endif
  228. float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
  229. tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
  230. tap_amount *= tap_k;
  231. vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
  232. vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
  233. k_accum += w;
  234. color_accum += tap_color * w;
  235. }
  236. if (k_accum.r > 0.0) {
  237. color_accum /= k_accum;
  238. }
  239. frag_color = color_accum; ///k_accum;
  240. #endif
  241. #ifdef DOF_NEAR_BLUR
  242. vec4 color_accum = vec4(0.0);
  243. float max_accum = 0.0;
  244. float k_accum = 0.0;
  245. for (int i = 0; i < dof_kernel_size; i++) {
  246. int int_ofs = i - dof_kernel_from;
  247. vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
  248. float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));
  249. float tap_k = dof_kernel[i];
  250. vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
  251. float w = tap_color.a;
  252. float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
  253. tap_depth = tap_depth * 2.0 - 1.0;
  254. #ifdef USE_ORTHOGONAL_PROJECTION
  255. tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
  256. #else
  257. tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
  258. #endif
  259. float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
  260. tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
  261. #ifdef DOF_NEAR_FIRST_TAP
  262. tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
  263. #endif
  264. max_accum = max(max_accum, tap_amount * ofs_influence);
  265. k_accum += w;
  266. tap_color.rgb *= w;
  267. color_accum += tap_color * tap_k;
  268. }
  269. if (k_accum > 0.0) {
  270. color_accum.rgb /= k_accum / dof_kernel_size;
  271. }
  272. color_accum.a = max(color_accum.a, sqrt(max_accum));
  273. frag_color = color_accum;
  274. #endif
  275. #ifdef GLOW_FIRST_PASS
  276. float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
  277. float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
  278. frag_color = min(frag_color * feedback, vec4(luminance_cap));
  279. #endif
  280. gl_FragColor = frag_color;
  281. }