Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports
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2 changed files with 41 additions and 2 deletions
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@ -235,18 +235,28 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
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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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#ifdef DISABLE_ALPHA
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float lumaNW = dot(rgbNW.rgb, luma);
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float lumaNE = dot(rgbNE.rgb, luma);
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float lumaSW = dot(rgbSW.rgb, luma);
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float lumaSE = dot(rgbSE.rgb, luma);
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float lumaM = dot(rgbM, luma);
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#else
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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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#endif
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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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@ -267,6 +277,11 @@ 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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#ifdef DISABLE_ALPHA
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float lumaB = dot(rgbB.rgb, luma);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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return vec4(color_output.rgb, 1.0);
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#else
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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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@ -275,11 +290,16 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
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color_output.rgb /= color_output.a;
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}
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return color_output;
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#endif
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}
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void main() {
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vec4 color = texture2DLod(source, uv_interp, 0.0);
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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#ifdef USE_FXAA
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color = apply_fxaa(color, uv_interp, pixel_size);
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#endif
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@ -323,18 +323,28 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
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vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
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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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#ifdef DISABLE_ALPHA
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float lumaNW = dot(rgbNW.rgb * exposure, luma);
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float lumaNE = dot(rgbNE.rgb * exposure, luma);
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float lumaSW = dot(rgbSW.rgb * exposure, luma);
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float lumaSE = dot(rgbSE.rgb * exposure, luma);
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float lumaM = dot(rgbM * exposure, luma);
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#else
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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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#endif
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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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@ -355,6 +365,11 @@ 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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#ifdef DISABLE_ALPHA
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float lumaB = dot(rgbB.rgb, luma);
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vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
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return vec4(color_output.rgb, 1.0);
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#else
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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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@ -363,6 +378,7 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
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color_output.rgb /= color_output.a;
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}
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return color_output;
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#endif
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}
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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@ -428,6 +444,9 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
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void main() {
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vec4 color = textureLod(source, uv_interp, 0.0f);
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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// Exposure
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float full_exposure = exposure;
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