Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports

This commit is contained in:
clayjohn 2022-05-26 11:15:35 -07:00
parent 83d0e97e03
commit f92141be13
2 changed files with 41 additions and 2 deletions

View file

@ -235,18 +235,28 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
const vec3 luma = vec3(0.299, 0.587, 0.114);
vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
#ifdef DISABLE_ALPHA
float lumaNW = dot(rgbNW.rgb, luma);
float lumaNE = dot(rgbNE.rgb, luma);
float lumaSW = dot(rgbSW.rgb, luma);
float lumaSE = dot(rgbSE.rgb, luma);
float lumaM = dot(rgbM, luma);
#else
float lumaNW = dot(rgbNW.rgb, luma) - ((1.0 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb, luma) - ((1.0 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb, luma) - ((1.0 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM, luma) - (color.a / 8.0);
#endif
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
@ -267,6 +277,11 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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));
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));
#ifdef DISABLE_ALPHA
float lumaB = dot(rgbB.rgb, luma);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return vec4(color_output.rgb, 1.0);
#else
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
@ -275,11 +290,16 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
color_output.rgb /= color_output.a;
}
return color_output;
#endif
}
void main() {
vec4 color = texture2DLod(source, uv_interp, 0.0);
#ifdef DISABLE_ALPHA
color.a = 1.0;
#endif
#ifdef USE_FXAA
color = apply_fxaa(color, uv_interp, pixel_size);
#endif

View file

@ -323,18 +323,28 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
const vec3 luma = vec3(0.299, 0.587, 0.114);
vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
#ifdef DISABLE_ALPHA
float lumaNW = dot(rgbNW.rgb * exposure, luma);
float lumaNE = dot(rgbNE.rgb * exposure, luma);
float lumaSW = dot(rgbSW.rgb * exposure, luma);
float lumaSE = dot(rgbSE.rgb * exposure, luma);
float lumaM = dot(rgbM * exposure, luma);
#else
float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1.0 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1.0 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1.0 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1.0 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
#endif
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
@ -355,6 +365,11 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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));
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));
#ifdef DISABLE_ALPHA
float lumaB = dot(rgbB.rgb, luma);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return vec4(color_output.rgb, 1.0);
#else
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
@ -363,6 +378,7 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
color_output.rgb /= color_output.a;
}
return color_output;
#endif
}
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
@ -428,6 +444,9 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
void main() {
vec4 color = textureLod(source, uv_interp, 0.0f);
#ifdef DISABLE_ALPHA
color.a = 1.0;
#endif
// Exposure
float full_exposure = exposure;