/* clang-format off */ #[modes] mode_default = #[specializations] USE_MULTIVIEW = false USE_GLOW = false USE_LUMINANCE_MULTIPLIER = false USE_BCS = false USE_COLOR_CORRECTION = false USE_1D_LUT = false #[vertex] layout(location = 0) in vec2 vertex_attrib; /* clang-format on */ out vec2 uv_interp; void main() { uv_interp = vertex_attrib * 0.5 + 0.5; gl_Position = vec4(vertex_attrib, 1.0, 1.0); } /* clang-format off */ #[fragment] /* clang-format on */ // If we reach this code, we always tonemap. #define APPLY_TONEMAPPING #include "../tonemap_inc.glsl" #ifdef USE_MULTIVIEW uniform sampler2DArray source_color; // texunit:0 #else uniform sampler2D source_color; // texunit:0 #endif // USE_MULTIVIEW uniform float view; uniform float luminance_multiplier; #ifdef USE_GLOW uniform sampler2D glow_color; // texunit:1 uniform vec2 pixel_size; uniform float glow_intensity; vec4 get_glow_color(vec2 uv) { vec2 half_pixel = pixel_size * 0.5; vec4 color = textureLod(glow_color, uv + vec2(-half_pixel.x * 2.0, 0.0), 0.0); color += textureLod(glow_color, uv + vec2(-half_pixel.x, half_pixel.y), 0.0) * 2.0; color += textureLod(glow_color, uv + vec2(0.0, half_pixel.y * 2.0), 0.0); color += textureLod(glow_color, uv + vec2(half_pixel.x, half_pixel.y), 0.0) * 2.0; color += textureLod(glow_color, uv + vec2(half_pixel.x * 2.0, 0.0), 0.0); color += textureLod(glow_color, uv + vec2(half_pixel.x, -half_pixel.y), 0.0) * 2.0; color += textureLod(glow_color, uv + vec2(0.0, -half_pixel.y * 2.0), 0.0); color += textureLod(glow_color, uv + vec2(-half_pixel.x, -half_pixel.y), 0.0) * 2.0; return color / 12.0; } #endif // USE_GLOW #ifdef USE_COLOR_CORRECTION #ifdef USE_1D_LUT uniform sampler2D source_color_correction; //texunit:2 vec3 apply_color_correction(vec3 color) { color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r; color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g; color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b; return color; } #else uniform sampler3D source_color_correction; //texunit:2 vec3 apply_color_correction(vec3 color) { return textureLod(source_color_correction, color, 0.0).rgb; } #endif // USE_1D_LUT #endif // USE_COLOR_CORRECTION #ifdef USE_BCS vec3 apply_bcs(vec3 color) { color = mix(vec3(0.0), color, brightness); color = mix(vec3(0.5), color, contrast); color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, saturation); return color; } #endif in vec2 uv_interp; layout(location = 0) out vec4 frag_color; void main() { #ifdef USE_MULTIVIEW vec4 color = texture(source_color, vec3(uv_interp, view)); #else vec4 color = texture(source_color, uv_interp); #endif #ifdef USE_GLOW vec4 glow = get_glow_color(uv_interp) * glow_intensity; // Just use softlight... glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f)); color.rgb = max((color.rgb + glow.rgb) - (color.rgb * glow.rgb), vec3(0.0)); #endif // USE_GLOW #ifdef USE_LUMINANCE_MULTIPLIER color = color / luminance_multiplier; #endif color.rgb = srgb_to_linear(color.rgb); color.rgb = apply_tonemapping(color.rgb, white); color.rgb = linear_to_srgb(color.rgb); #ifdef USE_BCS color.rgb = apply_bcs(color.rgb); #endif #ifdef USE_COLOR_CORRECTION color.rgb = apply_color_correction(color.rgb); #endif frag_color = color; }