Fixed Bug where DoF incorrectly wrote to alpha channel amd bug with tonemap shaders
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b0a2b34d48
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3374bae953
4 changed files with 14 additions and 20 deletions
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@ -204,7 +204,7 @@ vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blendi
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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color.a = a + color.a * (1.0 - a);
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if (color.a == 0.0) {
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color.rgb = vec3(0.0);
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} else if (color.a < 1.0) {
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@ -242,10 +242,10 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW.rgb, luma) - ((1 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb, luma) - ((1 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb, luma) - ((1 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb, luma) - ((1 - rgbSE.a) / 8.0);
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float lumaNW = dot(rgbNW.rgb, luma) - ((1.0 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb, luma) - ((1.0 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb, luma) - ((1.0 - rgbSE.a) / 8.0);
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float lumaM = dot(rgbM, luma) - (color.a / 8.0);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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@ -267,7 +267,7 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
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vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0));
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float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
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float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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if (color_output.a == 0.0) {
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color_output.rgb = vec3(0.0);
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@ -3742,7 +3742,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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if (composite_from != storage->frame.current_rt->buffers.diffuse) {
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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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// Alpha was used by the horizontal pass, it should not carry over.
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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} else {
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glActiveTexture(GL_TEXTURE2);
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@ -240,7 +240,6 @@ void main() {
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -250,7 +249,6 @@ void main() {
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float tap_k = dof_kernel[i];
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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float w = tap_color.a;
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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@ -270,14 +268,9 @@ void main() {
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max_accum = max(max_accum, tap_amount * ofs_influence);
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k_accum += w;
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tap_color.rgb *= w;
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color_accum += tap_color * tap_k;
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}
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if (k_accum > 0.0) {
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color_accum.rgb /= k_accum / dof_kernel_size;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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#ifdef DOF_NEAR_BLUR_MERGE
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@ -292,7 +292,7 @@ vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blendi
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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color.a = a + color.a * (1.0 - a);
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if (color.a == 0.0) {
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color.rgb = vec3(0.0);
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} else if (color.a < 1.0) {
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@ -330,10 +330,10 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
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vec3 rgbM = color.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1 - rgbSE.a) / 8.0);
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float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1.0 - rgbNW.a) / 8.0);
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float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1.0 - rgbNE.a) / 8.0);
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float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1.0 - rgbSW.a) / 8.0);
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float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1.0 - rgbSE.a) / 8.0);
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float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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@ -355,7 +355,7 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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vec4 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
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vec4 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0) + textureLod(source, uv_interp + dir * 0.5, 0.0));
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float lumaB = dot(rgbB.rgb, luma) - ((1 - rgbB.a) / 8.0);
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float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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if (color_output.a == 0.0) {
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color_output.rgb = vec3(0.0);
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