diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl index a35826642b3..11f1e037062 100644 --- a/drivers/gles2/shaders/tonemap.glsl +++ b/drivers/gles2/shaders/tonemap.glsl @@ -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 diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 5f160e22eca..e4c1b11a316 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -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;