Merge pull request #31845 from clayjohn/GLES2-BCS
Implement DOF blur, Glow, and BCS in GLES2
This commit is contained in:
commit
1f40117caa
11 changed files with 1024 additions and 323 deletions
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@ -778,18 +778,44 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer
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}
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void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->dof_blur_far_enabled = p_enable;
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env->dof_blur_far_distance = p_distance;
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env->dof_blur_far_transition = p_transition;
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env->dof_blur_far_amount = p_amount;
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env->dof_blur_far_quality = p_quality;
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}
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void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->dof_blur_near_enabled = p_enable;
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env->dof_blur_near_distance = p_distance;
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env->dof_blur_near_transition = p_transition;
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env->dof_blur_near_amount = p_amount;
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env->dof_blur_near_quality = p_quality;
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}
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void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->glow_enabled = p_enable;
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env->glow_levels = p_level_flags;
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env->glow_intensity = p_intensity;
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env->glow_strength = p_strength;
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env->glow_bloom = p_bloom_threshold;
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env->glow_blend_mode = p_blend_mode;
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env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
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env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
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env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
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env->glow_bicubic_upscale = p_bicubic_upscale;
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}
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void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
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@ -813,8 +839,15 @@ void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentTon
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}
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void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->adjustments_enabled = p_enable;
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env->adjustments_brightness = p_brightness;
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env->adjustments_contrast = p_contrast;
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env->adjustments_saturation = p_saturation;
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env->color_correction = p_ramp;
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}
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void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
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@ -1174,10 +1207,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
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}
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}
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void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) {
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void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer) {
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//copy to front buffer
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, p_buffer);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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@ -2710,6 +2743,451 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
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}
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void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p_cam_projection) {
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//copy to front buffer
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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//no post process on small, transparent or render targets without an env
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bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
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use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
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if (env) {
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use_post_process = use_post_process && (env->adjustments_enabled || env->glow_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled);
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}
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GLuint next_buffer;
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if (use_post_process) {
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next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
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} else {
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// set next_buffer to front buffer so multisample blit can happen if needed
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next_buffer = storage->frame.current_rt->fbo;
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}
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// If using multisample buffer, resolve to post_process_effect buffer or to front buffer
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if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
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#ifdef GLES_OVER_GL
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif IPHONE_ENABLED
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
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glResolveMultisampleFramebufferAPPLE();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif ANDROID_ENABLED
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// In GLES2 Android Blit is not available, so just copy color texture manually
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_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
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#endif
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} else if (use_post_process) {
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_copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
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}
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if (!use_post_process) {
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return;
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}
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// Order of operation
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//1) DOF Blur (first blur, then copy to buffer applying the blur) //only on desktop
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//2) Bloom (Glow) //only on desktop
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//3) Adjustments
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// DOF Blur
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if (env->dof_blur_far_enabled) {
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int vp_h = storage->frame.current_rt->height;
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int vp_w = storage->frame.current_rt->width;
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
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state.effect_blur_shader.bind();
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int qsteps[3] = { 4, 10, 20 };
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float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_far_distance);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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glActiveTexture(GL_TEXTURE0);
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if (storage->frame.current_rt->mip_maps[0].color) {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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} else {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
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storage->_copy_screen();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
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storage->_copy_screen();
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
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}
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if (env->dof_blur_near_enabled) {
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//convert texture to RGBA format if not already
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if (!storage->frame.current_rt->used_dof_blur_near) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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int vp_h = storage->frame.current_rt->height;
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int vp_w = storage->frame.current_rt->width;
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH);
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state.effect_blur_shader.bind();
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int qsteps[3] = { 4, 10, 20 };
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float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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glActiveTexture(GL_TEXTURE0);
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if (!storage->frame.current_rt->used_dof_blur_near) {
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if (storage->frame.current_rt->mip_maps[0].color) {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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} else {
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for (int i = 0; i < storage->frame.current_rt->mip_maps[i].sizes.size(); i++) {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->mip_maps[0].sizes[i].width, storage->frame.current_rt->mip_maps[0].sizes[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
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storage->_copy_screen();
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
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state.effect_blur_shader.bind();
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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storage->_copy_screen();
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glDisable(GL_BLEND);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
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storage->frame.current_rt->used_dof_blur_near = true;
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}
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if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) {
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//these needed to disable filtering, reenamble
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glActiveTexture(GL_TEXTURE0);
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if (storage->frame.current_rt->mip_maps[0].color) {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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//glow
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int max_glow_level = -1;
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int glow_mask = 0;
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if (env->glow_enabled) {
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for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
|
||||
if (env->glow_levels & (1 << i)) {
|
||||
|
||||
if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) {
|
||||
max_glow_level = storage->frame.current_rt->mip_maps[1].sizes.size() - 1;
|
||||
glow_mask |= 1 << max_glow_level;
|
||||
|
||||
} else {
|
||||
max_glow_level = i;
|
||||
glow_mask |= (1 << i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < (max_glow_level + 1); i++) {
|
||||
|
||||
int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
|
||||
int vp_h = storage->frame.current_rt->mip_maps[1].sizes[i].height;
|
||||
glViewport(0, 0, vp_w, vp_h);
|
||||
//horizontal pass
|
||||
if (i == 0) {
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, true);
|
||||
}
|
||||
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, true);
|
||||
state.effect_blur_shader.bind();
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (storage->frame.current_rt->mip_maps[0].color) {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
|
||||
}
|
||||
|
||||
if (i == 0) {
|
||||
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_BLOOM, env->glow_bloom);
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[1].sizes[i].fbo);
|
||||
storage->_copy_screen();
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, false);
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, false);
|
||||
|
||||
//vertical pass
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, true);
|
||||
state.effect_blur_shader.bind();
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
|
||||
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (storage->frame.current_rt->mip_maps[0].color) {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].sizes[i].color);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
|
||||
storage->_copy_screen();
|
||||
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, false);
|
||||
}
|
||||
|
||||
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
||||
}
|
||||
|
||||
if (storage->frame.current_rt->external.fbo != 0) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
|
||||
} else {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (storage->frame.current_rt->mip_maps[0].color) {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
|
||||
}
|
||||
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale);
|
||||
|
||||
if (max_glow_level >= 0) {
|
||||
if (storage->frame.current_rt->mip_maps[0].color) {
|
||||
for (int i = 0; i < (max_glow_level + 1); i++) {
|
||||
|
||||
if (glow_mask & (1 << i)) {
|
||||
if (i == 0) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
|
||||
}
|
||||
if (i == 1) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
|
||||
}
|
||||
if (i == 2) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
|
||||
}
|
||||
if (i == 3) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
|
||||
}
|
||||
if (i == 4) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
|
||||
}
|
||||
if (i == 5) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
|
||||
}
|
||||
if (i == 6) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
|
||||
} else {
|
||||
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
|
||||
int active_glow_level = 0;
|
||||
for (int i = 0; i < (max_glow_level + 1); i++) {
|
||||
|
||||
if (glow_mask & (1 << i)) {
|
||||
active_glow_level++;
|
||||
glActiveTexture(GL_TEXTURE0 + active_glow_level);
|
||||
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
|
||||
if (active_glow_level == 1) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
|
||||
}
|
||||
if (active_glow_level == 2) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
|
||||
}
|
||||
if (active_glow_level == 3) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
|
||||
}
|
||||
if (active_glow_level == 4) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
|
||||
}
|
||||
if (active_glow_level == 5) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
|
||||
}
|
||||
if (active_glow_level == 6) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
|
||||
}
|
||||
if (active_glow_level == 7) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
|
||||
}
|
||||
|
||||
//Adjustments
|
||||
if (env->adjustments_enabled) {
|
||||
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, true);
|
||||
RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
|
||||
if (tex) {
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(tex->target, tex->tex_id);
|
||||
}
|
||||
}
|
||||
|
||||
state.tonemap_shader.bind();
|
||||
|
||||
if (max_glow_level >= 0) {
|
||||
|
||||
state.tonemap_shader.set_uniform(TonemapShaderGLES2::GLOW_INTENSITY, env->glow_intensity);
|
||||
int ss[2] = {
|
||||
storage->frame.current_rt->width,
|
||||
storage->frame.current_rt->height,
|
||||
};
|
||||
glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES2::GLOW_TEXTURE_SIZE), 1, ss);
|
||||
}
|
||||
|
||||
if (env->adjustments_enabled) {
|
||||
|
||||
state.tonemap_shader.set_uniform(TonemapShaderGLES2::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
|
||||
}
|
||||
|
||||
storage->_copy_screen();
|
||||
|
||||
//turn off everything used
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, false);
|
||||
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, false);
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
|
||||
|
||||
Transform cam_transform = p_cam_transform;
|
||||
|
@ -3010,7 +3488,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
|
|||
#elif ANDROID_ENABLED
|
||||
|
||||
// In GLES2 AndroidBlit is not available, so just copy color texture manually
|
||||
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
|
||||
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -3031,32 +3509,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
|
|||
|
||||
_render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
|
||||
#ifdef GLES_OVER_GL
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
||||
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
||||
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
#elif IPHONE_ENABLED
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
||||
glResolveMultisampleFramebufferAPPLE();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
#elif ANDROID_ENABLED
|
||||
|
||||
// In GLES2 Android Blit is not available, so just copy color texture manually
|
||||
_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
|
||||
#endif
|
||||
}
|
||||
//post process
|
||||
_post_process(env, p_cam_projection);
|
||||
|
||||
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
|
||||
|
||||
|
@ -3439,6 +3893,8 @@ void RasterizerSceneGLES2::initialize() {
|
|||
|
||||
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows);
|
||||
state.cube_to_dp_shader.init();
|
||||
state.effect_blur_shader.init();
|
||||
state.tonemap_shader.init();
|
||||
|
||||
render_list.init();
|
||||
|
||||
|
|
|
@ -35,10 +35,12 @@
|
|||
#include "rasterizer_storage_gles2.h"
|
||||
|
||||
#include "shaders/cube_to_dp.glsl.gen.h"
|
||||
#include "shaders/effect_blur.glsl.gen.h"
|
||||
#include "shaders/scene.glsl.gen.h"
|
||||
#include "shaders/tonemap.glsl.gen.h"
|
||||
/*
|
||||
|
||||
#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
|
||||
|
||||
#include "drivers/gles3/shaders/exposure.glsl.gen.h"
|
||||
#include "drivers/gles3/shaders/resolve.glsl.gen.h"
|
||||
#include "drivers/gles3/shaders/scene.glsl.gen.h"
|
||||
|
@ -47,7 +49,6 @@
|
|||
#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
|
||||
#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
|
||||
#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
|
||||
#include "drivers/gles3/shaders/tonemap.glsl.gen.h"
|
||||
|
||||
*/
|
||||
|
||||
|
@ -99,6 +100,8 @@ public:
|
|||
|
||||
SceneShaderGLES2 scene_shader;
|
||||
CubeToDpShaderGLES2 cube_to_dp_shader;
|
||||
TonemapShaderGLES2 tonemap_shader;
|
||||
EffectBlurShaderGLES2 effect_blur_shader;
|
||||
|
||||
GLuint sky_verts;
|
||||
|
||||
|
@ -114,7 +117,6 @@ public:
|
|||
// SsaoShaderGLES3 ssao_shader;
|
||||
// SsaoBlurShaderGLES3 ssao_blur_shader;
|
||||
// ExposureShaderGLES3 exposure_shader;
|
||||
// TonemapShaderGLES3 tonemap_shader;
|
||||
|
||||
/*
|
||||
struct SceneDataUBO {
|
||||
|
@ -362,6 +364,35 @@ public:
|
|||
|
||||
int canvas_max_layer;
|
||||
|
||||
bool glow_enabled;
|
||||
int glow_levels;
|
||||
float glow_intensity;
|
||||
float glow_strength;
|
||||
float glow_bloom;
|
||||
VS::EnvironmentGlowBlendMode glow_blend_mode;
|
||||
float glow_hdr_bleed_threshold;
|
||||
float glow_hdr_bleed_scale;
|
||||
float glow_hdr_luminance_cap;
|
||||
bool glow_bicubic_upscale;
|
||||
|
||||
bool dof_blur_far_enabled;
|
||||
float dof_blur_far_distance;
|
||||
float dof_blur_far_transition;
|
||||
float dof_blur_far_amount;
|
||||
VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
|
||||
|
||||
bool dof_blur_near_enabled;
|
||||
float dof_blur_near_distance;
|
||||
float dof_blur_near_transition;
|
||||
float dof_blur_near_amount;
|
||||
VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
|
||||
|
||||
bool adjustments_enabled;
|
||||
float adjustments_brightness;
|
||||
float adjustments_contrast;
|
||||
float adjustments_saturation;
|
||||
RID color_correction;
|
||||
|
||||
bool fog_enabled;
|
||||
Color fog_color;
|
||||
Color fog_sun_color;
|
||||
|
@ -387,6 +418,30 @@ public:
|
|||
ambient_energy(1.0),
|
||||
ambient_sky_contribution(0.0),
|
||||
canvas_max_layer(0),
|
||||
glow_enabled(false),
|
||||
glow_levels((1 << 2) | (1 << 4)),
|
||||
glow_intensity(1.5),
|
||||
glow_strength(1.3),
|
||||
glow_bloom(0.0),
|
||||
glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
|
||||
glow_hdr_bleed_threshold(0.9),
|
||||
glow_hdr_bleed_scale(2.0),
|
||||
glow_hdr_luminance_cap(12.0),
|
||||
glow_bicubic_upscale(false),
|
||||
dof_blur_far_enabled(false),
|
||||
dof_blur_far_distance(10),
|
||||
dof_blur_far_transition(5),
|
||||
dof_blur_far_amount(0.1),
|
||||
dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
|
||||
dof_blur_near_enabled(false),
|
||||
dof_blur_near_distance(2),
|
||||
dof_blur_near_transition(1),
|
||||
dof_blur_near_amount(0.1),
|
||||
dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
|
||||
adjustments_enabled(false),
|
||||
adjustments_brightness(1.0),
|
||||
adjustments_contrast(1.0),
|
||||
adjustments_saturation(1.0),
|
||||
fog_enabled(false),
|
||||
fog_color(Color(0.5, 0.5, 0.5)),
|
||||
fog_sun_color(Color(0.8, 0.8, 0.0)),
|
||||
|
@ -674,7 +729,7 @@ public:
|
|||
void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
|
||||
void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
|
||||
|
||||
void _copy_texture_to_front_buffer(GLuint texture);
|
||||
void _copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer);
|
||||
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
|
||||
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
|
||||
const Transform &p_view_transform,
|
||||
|
@ -698,6 +753,8 @@ public:
|
|||
_FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
|
||||
_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
|
||||
|
||||
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
|
||||
|
||||
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
|
||||
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
|
||||
virtual bool free(RID p_rid);
|
||||
|
|
|
@ -82,6 +82,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
|
|||
#define _DEPTH_COMPONENT24_OES 0x81A6
|
||||
|
||||
#ifndef GLES_OVER_GL
|
||||
#define glClearDepth glClearDepthf
|
||||
|
||||
// enable extensions manually for android and ios
|
||||
#include <dlfcn.h> // needed to load extensions
|
||||
|
||||
|
@ -4586,6 +4588,9 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
|
|||
color_format = GL_RGB;
|
||||
}
|
||||
|
||||
rt->used_dof_blur_near = false;
|
||||
rt->mip_maps_allocated = false;
|
||||
|
||||
{
|
||||
|
||||
/* Front FBO */
|
||||
|
@ -4780,6 +4785,127 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
|
|||
}
|
||||
}
|
||||
|
||||
// Allocate mipmap chains for post_process effects
|
||||
if (!rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
|
||||
ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
|
||||
int w = rt->width;
|
||||
int h = rt->height;
|
||||
|
||||
if (i > 0) {
|
||||
w >>= 1;
|
||||
h >>= 1;
|
||||
}
|
||||
|
||||
int level = 0;
|
||||
int fb_w = w;
|
||||
int fb_h = h;
|
||||
|
||||
while (true) {
|
||||
|
||||
RenderTarget::MipMaps::Size mm;
|
||||
mm.width = w;
|
||||
mm.height = h;
|
||||
rt->mip_maps[i].sizes.push_back(mm);
|
||||
|
||||
w >>= 1;
|
||||
h >>= 1;
|
||||
|
||||
if (w < 2 || h < 2)
|
||||
break;
|
||||
|
||||
level++;
|
||||
}
|
||||
|
||||
GLsizei width = fb_w;
|
||||
GLsizei height = fb_h;
|
||||
|
||||
if (config.render_to_mipmap_supported) {
|
||||
|
||||
glGenTextures(1, &rt->mip_maps[i].color);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
|
||||
|
||||
for (int l = 0; l < level + 1; l++) {
|
||||
glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, NULL);
|
||||
width = MAX(1, (width / 2));
|
||||
height = MAX(1, (height / 2));
|
||||
}
|
||||
#ifdef GLES_OVER_GL
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
|
||||
#endif
|
||||
} else {
|
||||
|
||||
// Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
|
||||
for (int l = 0; l < level + 1; l++) {
|
||||
glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, NULL);
|
||||
width = MAX(1, (width / 2));
|
||||
height = MAX(1, (height / 2));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glColorMask(1, 1, 1, 1);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||||
|
||||
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
|
||||
|
||||
glGenFramebuffers(1, &mm.fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
|
||||
|
||||
if (config.render_to_mipmap_supported) {
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
|
||||
} else {
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
|
||||
}
|
||||
|
||||
bool used_depth = false;
|
||||
if (j == 0 && i == 0) { //use always
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||||
used_depth = true;
|
||||
}
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
|
||||
return;
|
||||
}
|
||||
|
||||
glClearColor(1.0, 0.0, 1.0, 0.0);
|
||||
glViewport(0, 0, rt->mip_maps[i].sizes[j].width, rt->mip_maps[i].sizes[j].height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (used_depth) {
|
||||
glClearDepth(1.0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
rt->mip_maps[i].levels = level;
|
||||
|
||||
if (config.render_to_mipmap_supported) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
rt->mip_maps_allocated = true;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
|
||||
}
|
||||
|
||||
|
@ -4837,6 +4963,20 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
|
|||
rt->copy_screen_effect.color = 0;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (rt->mip_maps[i].sizes.size()) {
|
||||
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
|
||||
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
|
||||
glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
|
||||
}
|
||||
|
||||
glDeleteTextures(1, &rt->mip_maps[i].color);
|
||||
rt->mip_maps[i].sizes.clear();
|
||||
rt->mip_maps[i].levels = 0;
|
||||
rt->mip_maps[i].color = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (rt->multisample_active) {
|
||||
glDeleteFramebuffers(1, &rt->multisample_fbo);
|
||||
rt->multisample_fbo = 0;
|
||||
|
@ -5616,6 +5756,13 @@ void RasterizerStorageGLES2::initialize() {
|
|||
// Check for multisample support
|
||||
config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
|
||||
|
||||
#ifdef GLES_OVER_GL
|
||||
config.render_to_mipmap_supported = true;
|
||||
#else
|
||||
//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
|
||||
config.render_to_mipmap_supported = config.extensions.has("GL_OES_fbo_render_mipmap") && config.extensions.has("GL_EXT_texture_lod");
|
||||
#endif
|
||||
|
||||
#ifdef GLES_OVER_GL
|
||||
config.use_rgba_2d_shadows = false;
|
||||
config.support_depth_texture = true;
|
||||
|
|
|
@ -95,6 +95,7 @@ public:
|
|||
bool support_shadow_cubemaps;
|
||||
|
||||
bool multisample_supported;
|
||||
bool render_to_mipmap_supported;
|
||||
|
||||
GLuint depth_internalformat;
|
||||
GLuint depth_type;
|
||||
|
@ -1140,12 +1141,6 @@ public:
|
|||
GLuint multisample_depth;
|
||||
bool multisample_active;
|
||||
|
||||
// TODO post processing effects?
|
||||
|
||||
// TODO HDR?
|
||||
|
||||
// TODO this is hardcoded for texscreen copies for now
|
||||
|
||||
struct Effect {
|
||||
GLuint fbo;
|
||||
int width;
|
||||
|
@ -1163,6 +1158,27 @@ public:
|
|||
|
||||
Effect copy_screen_effect;
|
||||
|
||||
struct MipMaps {
|
||||
|
||||
struct Size {
|
||||
GLuint fbo;
|
||||
GLuint color;
|
||||
int width;
|
||||
int height;
|
||||
};
|
||||
|
||||
Vector<Size> sizes;
|
||||
GLuint color;
|
||||
int levels;
|
||||
|
||||
MipMaps() :
|
||||
color(0),
|
||||
levels(0) {
|
||||
}
|
||||
};
|
||||
|
||||
MipMaps mip_maps[2];
|
||||
|
||||
struct External {
|
||||
GLuint fbo;
|
||||
GLuint color;
|
||||
|
@ -1182,6 +1198,9 @@ public:
|
|||
|
||||
RID texture;
|
||||
|
||||
bool used_dof_blur_near;
|
||||
bool mip_maps_allocated;
|
||||
|
||||
RenderTarget() :
|
||||
fbo(0),
|
||||
color(0),
|
||||
|
@ -1195,7 +1214,9 @@ public:
|
|||
width(0),
|
||||
height(0),
|
||||
used_in_frame(false),
|
||||
msaa(VS::VIEWPORT_MSAA_DISABLED) {
|
||||
msaa(VS::VIEWPORT_MSAA_DISABLED),
|
||||
used_dof_blur_near(false),
|
||||
mip_maps_allocated(false) {
|
||||
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
|
||||
flags[i] = false;
|
||||
}
|
||||
|
|
|
@ -12,12 +12,12 @@ if 'GLES2_GLSL' in env['BUILDERS']:
|
|||
env.GLES2_GLSL('cube_to_dp.glsl');
|
||||
# env.GLES2_GLSL('blend_shape.glsl');
|
||||
# env.GLES2_GLSL('screen_space_reflection.glsl');
|
||||
# env.GLES2_GLSL('effect_blur.glsl');
|
||||
env.GLES2_GLSL('effect_blur.glsl');
|
||||
# env.GLES2_GLSL('subsurf_scattering.glsl');
|
||||
# env.GLES2_GLSL('ssao.glsl');
|
||||
# env.GLES2_GLSL('ssao_minify.glsl');
|
||||
# env.GLES2_GLSL('ssao_blur.glsl');
|
||||
# env.GLES2_GLSL('exposure.glsl');
|
||||
# env.GLES2_GLSL('tonemap.glsl');
|
||||
env.GLES2_GLSL('tonemap.glsl');
|
||||
# env.GLES2_GLSL('particles.glsl');
|
||||
env.GLES2_GLSL('lens_distorted.glsl');
|
||||
|
|
|
@ -34,9 +34,14 @@ void main() {
|
|||
#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
|
||||
|
||||
varying highp vec4 position_interp;
|
||||
/* clang-format on */
|
||||
|
|
|
@ -30,9 +30,14 @@ void main() {
|
|||
#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
|
||||
|
||||
uniform highp samplerCube source_cube; //texunit:0
|
||||
/* clang-format on */
|
||||
|
|
|
@ -1,11 +1,20 @@
|
|||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
layout(location = 0) in highp vec4 vertex_attrib;
|
||||
/* clang-format on */
|
||||
layout(location = 4) in vec2 uv_in;
|
||||
#ifdef USE_GLES_OVER_GL
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
#else
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
#endif
|
||||
|
||||
out vec2 uv_interp;
|
||||
attribute vec2 vertex_attrib; // attrib:0
|
||||
/* clang-format on */
|
||||
attribute vec2 uv_in; // attrib:4
|
||||
|
||||
varying vec2 uv_interp;
|
||||
|
||||
#ifdef USE_BLUR_SECTION
|
||||
|
||||
|
@ -16,7 +25,7 @@ uniform vec4 blur_section;
|
|||
void main() {
|
||||
|
||||
uv_interp = uv_in;
|
||||
gl_Position = vertex_attrib;
|
||||
gl_Position = vec4(vertex_attrib, 0.0, 1.0);
|
||||
#ifdef USE_BLUR_SECTION
|
||||
|
||||
uv_interp = blur_section.xy + uv_interp * blur_section.zw;
|
||||
|
@ -27,29 +36,46 @@ void main() {
|
|||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#if !defined(GLES_OVER_GL)
|
||||
precision mediump float;
|
||||
// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
|
||||
// Do not copy these defines in the vertex section.
|
||||
#ifndef USE_GLES_OVER_GL
|
||||
#ifdef GL_EXT_shader_texture_lod
|
||||
#extension GL_EXT_shader_texture_lod : enable
|
||||
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
|
||||
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
|
||||
#endif
|
||||
#endif // !USE_GLES_OVER_GL
|
||||
|
||||
#ifdef GL_ARB_shader_texture_lod
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
#endif
|
||||
|
||||
in vec2 uv_interp;
|
||||
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
|
||||
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
|
||||
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
|
||||
#endif
|
||||
|
||||
#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
|
||||
|
||||
varying vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
uniform sampler2D source_color; //texunit:0
|
||||
|
||||
#ifdef SSAO_MERGE
|
||||
uniform sampler2D source_ssao; //texunit:1
|
||||
#endif
|
||||
|
||||
uniform float lod;
|
||||
uniform vec2 pixel_size;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef SSAO_MERGE
|
||||
|
||||
uniform vec4 ssao_color;
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
|
||||
|
||||
uniform float glow_strength;
|
||||
|
@ -58,6 +84,7 @@ uniform float glow_strength;
|
|||
|
||||
#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;
|
||||
|
@ -76,6 +103,7 @@ 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;
|
||||
|
@ -83,24 +111,11 @@ uniform float dof_end;
|
|||
uniform vec2 dof_dir;
|
||||
uniform float dof_radius;
|
||||
|
||||
#ifdef DOF_NEAR_BLUR_MERGE
|
||||
|
||||
uniform sampler2D source_dof_original; //texunit:2
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef GLOW_FIRST_PASS
|
||||
|
||||
uniform float exposure;
|
||||
uniform float white;
|
||||
|
||||
#ifdef GLOW_USE_AUTO_EXPOSURE
|
||||
|
||||
uniform highp sampler2D source_auto_exposure; //texunit:1
|
||||
uniform highp float auto_exposure_grey;
|
||||
|
||||
#endif
|
||||
uniform highp float luminance_cap;
|
||||
|
||||
uniform float glow_bloom;
|
||||
uniform float glow_hdr_threshold;
|
||||
|
@ -113,60 +128,95 @@ uniform float camera_z_near;
|
|||
|
||||
void main() {
|
||||
|
||||
#ifdef GAUSSIAN_HORIZONTAL
|
||||
vec2 pix_size = pixel_size;
|
||||
pix_size *= 0.5; //reading from larger buffer, so use more samples
|
||||
// sigma 2
|
||||
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
|
||||
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
|
||||
color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
|
||||
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
|
||||
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
|
||||
color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
|
||||
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
|
||||
frag_color = color;
|
||||
#endif
|
||||
|
||||
#ifdef GAUSSIAN_VERTICAL
|
||||
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774;
|
||||
color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477;
|
||||
color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136;
|
||||
color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477;
|
||||
color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136;
|
||||
frag_color = color;
|
||||
#endif
|
||||
|
||||
//glow uses larger sigma for a more rounded blur effect
|
||||
|
||||
#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;
|
||||
vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
|
||||
color *= glow_strength;
|
||||
frag_color = color;
|
||||
gl_FragColor = 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;
|
||||
vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
|
||||
color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
|
||||
color *= glow_strength;
|
||||
frag_color = color;
|
||||
gl_FragColor = 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;
|
||||
float depth = texture2DLod(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;
|
||||
|
@ -184,17 +234,17 @@ void main() {
|
|||
|
||||
float tap_k = dof_kernel[i];
|
||||
|
||||
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
|
||||
float tap_depth = texture2D(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 = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
|
||||
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;
|
||||
vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
|
||||
|
||||
k_accum += tap_k * tap_amount;
|
||||
color_accum += tap_color * tap_amount;
|
||||
|
@ -204,7 +254,7 @@ void main() {
|
|||
color_accum /= k_accum;
|
||||
}
|
||||
|
||||
frag_color = color_accum; ///k_accum;
|
||||
gl_FragColor = color_accum; ///k_accum;
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -212,19 +262,19 @@ void main() {
|
|||
|
||||
vec4 color_accum = vec4(0.0);
|
||||
|
||||
float max_accum = 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 - float(abs(int_ofs)) / float(dof_kernel_from));
|
||||
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);
|
||||
vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
|
||||
|
||||
float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
|
||||
float tap_depth = texture2D(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;
|
||||
|
@ -247,46 +297,16 @@ void main() {
|
|||
|
||||
color_accum.a = max(color_accum.a, sqrt(max_accum));
|
||||
|
||||
#ifdef DOF_NEAR_BLUR_MERGE
|
||||
|
||||
vec4 original = textureLod(source_dof_original, uv_interp, 0.0);
|
||||
color_accum = mix(original, color_accum, color_accum.a);
|
||||
|
||||
#endif
|
||||
|
||||
#ifndef DOF_NEAR_FIRST_TAP
|
||||
//color_accum=vec4(vec3(color_accum.a),1.0);
|
||||
#endif
|
||||
frag_color = color_accum;
|
||||
gl_FragColor = color_accum;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef GLOW_FIRST_PASS
|
||||
|
||||
#ifdef GLOW_USE_AUTO_EXPOSURE
|
||||
|
||||
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
|
||||
#endif
|
||||
frag_color *= exposure;
|
||||
|
||||
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
|
||||
float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b));
|
||||
float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
|
||||
|
||||
frag_color *= feedback;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SIMPLE_COPY
|
||||
vec4 color = textureLod(source_color, uv_interp, 0.0);
|
||||
frag_color = color;
|
||||
#endif
|
||||
|
||||
#ifdef SSAO_MERGE
|
||||
|
||||
vec4 color = textureLod(source_color, uv_interp, 0.0);
|
||||
float ssao = textureLod(source_ssao, uv_interp, 0.0).r;
|
||||
|
||||
frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
|
||||
gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
|
||||
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -34,8 +34,13 @@ void main() {
|
|||
#define mediump
|
||||
#define highp
|
||||
#else
|
||||
precision mediump float;
|
||||
#if defined(USE_HIGHP_PRECISION)
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
#else
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform sampler2D source; //texunit:0
|
||||
|
|
|
@ -1,66 +1,103 @@
|
|||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
layout(location = 0) in highp vec4 vertex_attrib;
|
||||
/* clang-format on */
|
||||
layout(location = 4) in vec2 uv_in;
|
||||
#ifdef USE_GLES_OVER_GL
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
#else
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
#endif
|
||||
|
||||
out vec2 uv_interp;
|
||||
attribute vec2 vertex_attrib; // attrib:0
|
||||
/* clang-format on */
|
||||
attribute vec2 uv_in; // attrib:4
|
||||
|
||||
varying vec2 uv_interp;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertex_attrib, 0.0, 1.0);
|
||||
|
||||
gl_Position = vertex_attrib;
|
||||
uv_interp = uv_in;
|
||||
#ifdef V_FLIP
|
||||
uv_interp.y = 1.0 - uv_interp.y;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#if !defined(GLES_OVER_GL)
|
||||
precision mediump float;
|
||||
|
||||
// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
|
||||
// Do not copy these defines in the vertex section.
|
||||
#ifndef USE_GLES_OVER_GL
|
||||
#ifdef GL_EXT_shader_texture_lod
|
||||
#extension GL_EXT_shader_texture_lod : enable
|
||||
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
|
||||
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
|
||||
#endif
|
||||
#endif // !USE_GLES_OVER_GL
|
||||
|
||||
#ifdef GL_ARB_shader_texture_lod
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
#endif
|
||||
|
||||
in vec2 uv_interp;
|
||||
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
|
||||
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
|
||||
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
|
||||
#endif
|
||||
|
||||
// Allows the use of bitshift operators for bicubic upscale
|
||||
#ifdef GL_EXT_gpu_shader4
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
#endif
|
||||
|
||||
#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
|
||||
|
||||
#include "stdlib.glsl"
|
||||
|
||||
varying vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
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
|
||||
#ifdef USE_MULTI_TEXTURE_GLOW
|
||||
uniform highp sampler2D source_glow1; //texunit:1
|
||||
uniform highp sampler2D source_glow2; //texunit:2
|
||||
uniform highp sampler2D source_glow3; //texunit:3
|
||||
uniform highp sampler2D source_glow4; //texunit:4
|
||||
uniform highp sampler2D source_glow5; //texunit:5
|
||||
uniform highp sampler2D source_glow6; //texunit:6
|
||||
uniform highp sampler2D source_glow7; //texunit:7
|
||||
#else
|
||||
uniform highp sampler2D source_glow; //texunit:1
|
||||
#endif
|
||||
uniform highp float glow_intensity;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_BCS
|
||||
|
||||
uniform vec3 bcs;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
|
||||
uniform sampler2D color_correction; //texunit:3
|
||||
|
||||
uniform sampler2D color_correction; //texunit:2
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef GL_EXT_gpu_shader4
|
||||
#ifdef USE_GLOW_FILTER_BICUBIC
|
||||
|
||||
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
|
||||
float w0(float a) {
|
||||
return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
|
||||
|
@ -101,8 +138,10 @@ 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 pixel_size = 1.0 / tex_size;
|
||||
uv = uv * tex_size + 0.5;
|
||||
vec2 pixel_size = vec2(1.0) / tex_size;
|
||||
|
||||
uv = uv * tex_size + vec2(0.5);
|
||||
|
||||
vec2 iuv = floor(uv);
|
||||
vec2 fuv = fract(uv);
|
||||
|
||||
|
@ -113,73 +152,97 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
|
|||
float h0y = h0(fuv.y);
|
||||
float h1y = h1(fuv.y);
|
||||
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size;
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * pixel_size;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * pixel_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)));
|
||||
return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) +
|
||||
(g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod)));
|
||||
}
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
|
||||
#else //!USE_GLOW_FILTER_BICUBIC
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
|
||||
#endif //USE_GLOW_FILTER_BICUBIC
|
||||
|
||||
#else
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
|
||||
#else //!GL_EXT_gpu_shader4
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
|
||||
#endif //GL_EXT_gpu_shader4
|
||||
|
||||
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
|
||||
#ifdef USE_GLOW_REPLACE
|
||||
color = glow;
|
||||
#endif
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float white) {
|
||||
#ifdef USE_GLOW_SCREEN
|
||||
color = max((color + glow) - (color * glow), vec3(0.0));
|
||||
#endif
|
||||
|
||||
float A = 0.15;
|
||||
float B = 0.50;
|
||||
float C = 0.10;
|
||||
float D = 0.20;
|
||||
float E = 0.02;
|
||||
float F = 0.30;
|
||||
float W = 11.2;
|
||||
#ifdef USE_GLOW_SOFTLIGHT
|
||||
glow = glow * vec3(0.5) + vec3(0.5);
|
||||
|
||||
vec3 coltn = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float whitetn = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
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
|
||||
|
||||
return coltn / whitetn;
|
||||
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
|
||||
color += glow;
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 tonemap_aces(vec3 color) {
|
||||
float a = 2.51f;
|
||||
float b = 0.03f;
|
||||
float c = 2.43f;
|
||||
float d = 0.59f;
|
||||
float e = 0.14f;
|
||||
return color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3(0.0), vec3(1.0));
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0), color, bcs.x);
|
||||
color = mix(vec3(0.5), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 tonemap_reindhart(vec3 color, float white) {
|
||||
vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
|
||||
color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r;
|
||||
color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g;
|
||||
color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b;
|
||||
|
||||
return (color * (1.0 + (color / (white)))) / (1.0 + color);
|
||||
return color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
|
||||
|
||||
vec4 color = textureLod(source, uv_interp, 0.0);
|
||||
// Glow
|
||||
|
||||
#ifdef USE_AUTO_EXPOSURE
|
||||
|
||||
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
|
||||
#endif
|
||||
|
||||
color *= exposure;
|
||||
|
||||
#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
|
||||
#endif
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
#ifdef USING_GLOW
|
||||
vec3 glow = vec3(0.0);
|
||||
#ifdef USE_MULTI_TEXTURE_GLOW
|
||||
#ifdef USE_GLOW_LEVEL1
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL2
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL3
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL4
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL5
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL6
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
|
||||
#ifdef USE_GLOW_LEVEL7
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USE_GLOW_LEVEL1
|
||||
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
|
||||
#endif
|
||||
|
||||
|
@ -206,100 +269,21 @@ void main() {
|
|||
#ifdef USE_GLOW_LEVEL7
|
||||
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
|
||||
#endif
|
||||
#endif //USE_MULTI_TEXTURE_GLOW
|
||||
|
||||
glow *= glow_intensity;
|
||||
|
||||
color = apply_glow(color, glow);
|
||||
#endif
|
||||
|
||||
#ifdef USE_REINDHART_TONEMAPPER
|
||||
|
||||
color.rgb = tonemap_reindhart(color.rgb, white);
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
glow = tonemap_reindhart(glow, white);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_FILMIC_TONEMAPPER
|
||||
|
||||
color.rgb = tonemap_filmic(color.rgb, white);
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
glow = tonemap_filmic(glow, white);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_ACES_TONEMAPPER
|
||||
|
||||
color.rgb = tonemap_aces(color.rgb);
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
glow = tonemap_aces(glow);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//regular Linear -> SRGB conversion
|
||||
vec3 a = vec3(0.055);
|
||||
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)));
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
glow = mix((vec3(1.0) + a) * pow(glow, vec3(1.0 / 2.4)) - a, 12.92 * glow, lessThan(glow, vec3(0.0031308)));
|
||||
#endif
|
||||
|
||||
//glow needs to be added in SRGB space (together with image space effects)
|
||||
|
||||
color.rgb = clamp(color.rgb, 0.0, 1.0);
|
||||
|
||||
#if defined(USING_GLOW)
|
||||
glow = clamp(glow, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_REPLACE
|
||||
|
||||
color.rgb = glow;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_SCREEN
|
||||
|
||||
color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_SOFTLIGHT
|
||||
|
||||
{
|
||||
|
||||
glow = (glow * 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(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
|
||||
//additive
|
||||
color.rgb += glow;
|
||||
#endif
|
||||
// Additional effects
|
||||
|
||||
#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);
|
||||
|
||||
color = apply_bcs(color, bcs);
|
||||
#endif
|
||||
|
||||
#ifdef USE_COLOR_CORRECTION
|
||||
|
||||
color.r = texture(color_correction, vec2(color.r, 0.0)).r;
|
||||
color.g = texture(color_correction, vec2(color.g, 0.0)).g;
|
||||
color.b = texture(color_correction, vec2(color.b, 0.0)).b;
|
||||
color = apply_color_correction(color, color_correction);
|
||||
#endif
|
||||
|
||||
frag_color = vec4(color.rgb, 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
|
|
@ -354,10 +354,6 @@ void Environment::_validate_property(PropertyInfo &property) const {
|
|||
"tonemap_",
|
||||
"ss_reflections_",
|
||||
"ssao_",
|
||||
"dof_blur_far_",
|
||||
"dof_blur_near_",
|
||||
"glow_",
|
||||
"adjustment_",
|
||||
NULL
|
||||
|
||||
};
|
||||
|
@ -1378,6 +1374,11 @@ Environment::Environment() :
|
|||
glow_hdr_luminance_cap = 12.0;
|
||||
glow_hdr_bleed_scale = 2.0;
|
||||
glow_bicubic_upscale = false;
|
||||
if (VisualServer::get_singleton()->is_low_end()) {
|
||||
glow_hdr_bleed_threshold = 0.9;
|
||||
glow_intensity = 1.5;
|
||||
glow_strength = 1.3;
|
||||
}
|
||||
|
||||
dof_blur_far_enabled = false;
|
||||
dof_blur_far_distance = 10;
|
||||
|
|
Loading…
Reference in a new issue