virtualx-engine/drivers/gles2/shaders/copy.glsl

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[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
#ifdef USE_CUBEMAP
attribute vec3 cube_in; // attrib:4
#else
attribute vec2 uv_in; // attrib:4
#endif
attribute vec2 uv2_in; // attrib:5
#ifdef USE_CUBEMAP
varying vec3 cube_interp;
#else
varying vec2 uv_interp;
#endif
varying vec2 uv2_interp;
void main() {
#ifdef USE_CUBEMAP
cube_interp = cube_in;
#else
uv_interp = uv_in;
#endif
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
float sRGB_gamma_correct(float c){
float a = 0.055;
if(c < 0.0031308)
return 12.92*c;
else
return (1.0+a)*pow(c, 1.0/2.4) - a;
}
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#define LUM_RANGE 4.0
#ifdef USE_CUBEMAP
varying vec3 cube_interp;
uniform samplerCube source_cube;
#else
varying vec2 uv_interp;
#ifdef HIGHP_SOURCE
uniform highp sampler2D source;
#else
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uniform sampler2D source;
#endif
#endif
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varying vec2 uv2_interp;
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#ifdef USE_DEPTH
uniform highp sampler2D source_depth; //texunit:1
#endif
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#ifdef USE_GLOW
uniform sampler2D glow_source;
#endif
#if defined(USE_HDR) && defined(USE_GLOW_COPY)
uniform highp float hdr_glow_treshold;
uniform highp float hdr_glow_scale;
#endif
#ifdef USE_HDR
uniform sampler2D hdr_source;
uniform highp float tonemap_exposure;
uniform highp float tonemap_white;
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#endif
#ifdef USE_BCS
uniform vec3 bcs;
#endif
#ifdef USE_GLOW_COPY
uniform float bloom;
uniform float bloom_treshold;
#endif
#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
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uniform vec2 pixel_size;
uniform float pixel_scale;
uniform float blur_magnitude;
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#ifdef USE_HDR_STORE
uniform highp float hdr_time_delta;
uniform highp float hdr_exp_adj_speed;
uniform highp float min_luminance;
uniform highp float max_luminance;
uniform sampler2D source_vd_lum;
#endif
//endif
#elif defined(USE_FXAA)
uniform vec2 pixel_size;
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#endif
#ifdef USE_ENERGY
uniform highp float energy;
#endif
#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
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void main() {
//vec4 color = color_interp;
#ifdef USE_HIGHP_SOURCE
#ifdef USE_CUBEMAP
highp vec4 color = textureCube( source_cube, normalize(cube_interp) );
#else
highp vec4 color = texture2D( source, uv_interp );
#endif
#else
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#ifdef USE_CUBEMAP
vec4 color = textureCube( source_cube, normalize(cube_interp) );
#else
vec4 color = texture2D( source, uv_interp );
#endif
#endif
#ifdef USE_FXAA
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#define FXAA_SPAN_MAX 8.0
{
vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz;
vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz;
vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz;
vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz;
vec3 rgbM = color.rgb;
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 * (
texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(source, uv_interp + dir * -0.5).xyz +
texture2D(source, uv_interp + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color.rgb = rgbA;
else
color.rgb = rgbB;
}
#endif
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//color.rg=uv_interp;
#ifdef USE_BCS
color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
#endif
#ifdef BLUR_V_PASS
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale);
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color*=(1.0/7.0)*blur_magnitude;
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#endif
#ifdef BLUR_H_PASS
color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale);
color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale);
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color*=(1.0/7.0)*blur_magnitude;
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#endif
#ifdef SHADOW_BLUR_V_PASS
#ifdef USE_RGBA_DEPTH
#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
highp float depth = VEC42DEPTH(color)*0.383;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006;
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
color=comp;
#else
highp float depth = color.r*0.383;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061;
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006;
#ifdef USE_GLES_OVER_GL
gl_FragDepth = depth;
#else
gl_FragDepthEXT = depth;
#endif
return;
#endif
#endif
#ifdef SHADOW_BLUR_H_PASS
#ifdef USE_RGBA_DEPTH
#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
highp float depth = VEC42DEPTH(color)*0.383;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061;
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006;
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
color=comp;
#else
highp float depth = color.r*0.383;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061;
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006;
#ifdef USE_GLES_OVER_GL
gl_FragDepth = depth;
#else
gl_FragDepthEXT = depth;
#endif
return;
#endif
#endif
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#ifdef USE_HDR
highp float white_mult = 1.0;
#ifdef USE_8BIT_HDR
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highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult );
color.rgb*=LUM_RANGE;
hdr_lum*=LUM_RANGE; //restore to full range
#else
highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg;
highp float hdr_lum = lv.r;
#ifdef USE_AUTOWHITE
white_mult=lv.g;
#endif
#endif
#ifdef USE_REINHARDT_TONEMAPPER
float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
float lp = tonemap_exposure/hdr_lum*src_lum;
float white = tonemap_white;
#ifdef USE_AUTOWHITE
white_mult = (white_mult + 1.0 * white_mult);
white_mult*=white_mult;
white*=white_mult;
#endif
lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp );
color.rgb*=lp;
#else
#ifdef USE_LOG_TONEMAPPER
color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0);
#else
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highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
color.rgb*=tone_scale;
#endif
#endif
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#endif
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#ifdef USE_GLOW_COPY
highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
#ifdef USE_HDR
highp float collum = max(color.r,max(color.g,color.b));
glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale;
#endif
color.rgb=glowcol;
color.a=0.0;
#endif
#ifdef USE_GLOW
vec4 glow = texture2D( glow_source, uv2_interp );
#ifdef USE_GLOW_SCREEN
color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0);
#endif
#ifdef USE_GLOW_SOFTLIGHT
{
glow.rgb = (glow.rgb * 0.5) + 0.5;
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)));
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)));
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)));
}
#endif
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT)
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color.rgb+=glow.rgb;
#endif
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#endif
#ifdef USE_SRGB
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#if 0
//this was fast, but was commented out because it looked kind of shitty, might it be fixable?
{ //i have my doubts about how fast this is
color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case
vec3 S1 = sqrt(color.rgb);
vec3 S2 = sqrt(S1);
vec3 S3 = sqrt(S2);
color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb;
}
#else
color.r=sRGB_gamma_correct(color.r);
color.g=sRGB_gamma_correct(color.g);
color.b=sRGB_gamma_correct(color.b);
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#endif
#endif
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#ifdef USE_HDR_COPY
//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
//highp float lum = max(color.r,max(color.g,color.b));
highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
//lum=log(lum+0.0001); //everyone does it
#ifdef USE_8BIT_HDR
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highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
color=comp;
#else
color.rgb=vec3(lum);
#endif
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#endif
#ifdef USE_HDR_REDUCE
#ifdef USE_8BIT_HDR
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highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0);
highp float lum_accum = dot(color,_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv );
lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv );
lum_accum/=9.0;
#else
highp float lum_accum = color.r;
highp float lum_max = color.g;
#define LUM_REDUCE(m_uv) \
{\
vec2 val = texture2D( source, uv_interp+m_uv ).rg;\
lum_accum+=val.x;\
lum_max=max(val.y,lum_max);\
}
LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) );
LUM_REDUCE( vec2(0.0,-pixel_size.y) );
LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) );
LUM_REDUCE( vec2(-pixel_size.x,0.0) );
LUM_REDUCE( vec2(pixel_size.x,0.0) );
LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) );
LUM_REDUCE( vec2(0.0,pixel_size.y) );
LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) );
lum_accum/=9.0;
#endif
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#ifdef USE_HDR_STORE
//lum_accum=exp(lum_accum);
#ifdef USE_8BIT_HDR
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highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
#else
highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) ).r;
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance);
#endif
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#endif
#ifdef USE_8BIT_HDR
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highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
color=comp;
#else
#ifdef USE_AUTOWHITE
color.r=lum_accum;
color.g=lum_max;
#else
color.rgb=vec3(lum_accum);
#endif
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#endif
#endif
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#ifdef USE_RGBE
color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));
#endif
#ifdef USE_ENERGY
color.rgb*=energy;
#endif
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#ifdef USE_NO_ALPHA
color.a=1.0;
#endif
#ifdef USE_CUSTOM_ALPHA
color.a=custom_alpha;
#endif
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gl_FragColor = color;
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#ifdef USE_DEPTH
gl_FragDepth = texture(source_depth,uv_interp).r;
#endif
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}