[vertex] layout(location = 0) in highp vec4 vertex_attrib; layout(location = 4) in vec2 uv_in; out vec2 uv_interp; #ifdef USE_BLUR_SECTION uniform vec4 blur_section; #endif void main() { uv_interp = uv_in; gl_Position = vertex_attrib; #ifdef USE_BLUR_SECTION uv_interp = blur_section.xy + uv_interp * blur_section.zw; gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; #endif } [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif in vec2 uv_interp; uniform sampler2D source_color; //texunit:0 #ifdef SSAO_MERGE uniform sampler2D source_ssao; //texunit:1 #endif uniform float lod; uniform vec2 pixel_size; layout(location = 0) out vec4 frag_color; #ifdef SSAO_MERGE uniform vec4 ssao_color; #endif #if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif #if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) #ifdef DOF_QUALITY_LOW const int dof_kernel_size = 5; const int dof_kernel_from = 2; const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); #endif #ifdef DOF_QUALITY_MEDIUM const int dof_kernel_size = 11; const int dof_kernel_from = 5; const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); #endif #ifdef DOF_QUALITY_HIGH const int dof_kernel_size = 21; const int dof_kernel_from = 10; const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif uniform sampler2D dof_source_depth; //texunit:1 uniform float dof_begin; uniform float dof_end; uniform vec2 dof_dir; uniform float dof_radius; #ifdef DOF_NEAR_BLUR_MERGE uniform sampler2D source_dof_original; //texunit:2 #endif #endif #ifdef GLOW_FIRST_PASS uniform float exposure; uniform float white; #ifdef GLOW_USE_AUTO_EXPOSURE uniform highp sampler2D source_auto_exposure; //texunit:1 uniform highp float auto_exposure_grey; #endif uniform float glow_bloom; uniform float glow_hdr_threshold; uniform float glow_hdr_scale; #endif uniform float camera_z_far; uniform float camera_z_near; void main() { #ifdef GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305; color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305; color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; frag_color = color; #endif #ifdef GAUSSIAN_VERTICAL vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774; color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477; color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136; color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477; color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136; frag_color = color; #endif //glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; color *= glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; color *= glow_strength; frag_color = color; #endif #ifdef DOF_FAR_BLUR vec4 color_accum = vec4(0.0); float depth = textureLod(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); #endif float amount = smoothstep(dof_begin, dof_end, depth); float k_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; float tap_k = dof_kernel[i]; float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0); tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; k_accum += tap_k * tap_amount; color_accum += tap_color * tap_amount; } if (k_accum > 0.0) { color_accum /= k_accum; } frag_color = color_accum; ///k_accum; #endif #ifdef DOF_NEAR_BLUR vec4 color_accum = vec4(0.0); float max_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); float tap_k = dof_kernel[i]; vec4 tap_color = textureLod(source_color, tap_uv, 0.0); float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; #ifdef USE_ORTHOGONAL_PROJECTION tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; #else tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); #endif float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect #ifdef DOF_NEAR_FIRST_TAP tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); #endif max_accum = max(max_accum, tap_amount * ofs_influence); color_accum += tap_color * tap_k; } color_accum.a = max(color_accum.a, sqrt(max_accum)); #ifdef DOF_NEAR_BLUR_MERGE vec4 original = textureLod(source_dof_original, uv_interp, 0.0); color_accum = mix(original, color_accum, color_accum.a); #endif #ifndef DOF_NEAR_FIRST_TAP //color_accum=vec4(vec3(color_accum.a),1.0); #endif frag_color = color_accum; #endif #ifdef GLOW_FIRST_PASS #ifdef GLOW_USE_AUTO_EXPOSURE frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; #endif frag_color *= exposure; float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); frag_color *= feedback; #endif #ifdef SIMPLE_COPY vec4 color = textureLod(source_color, uv_interp, 0.0); frag_color = color; #endif #ifdef SSAO_MERGE vec4 color = textureLod(source_color, uv_interp, 0.0); float ssao = textureLod(source_ssao, uv_interp, 0.0).r; frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); #endif }