[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif attribute highp vec4 vertex_attrib; // attrib:0 #ifdef USE_CUBEMAP attribute vec3 cube_in; // attrib:4 #else attribute vec2 uv_in; // attrib:4 #endif attribute vec2 uv2_in; // attrib:5 #ifdef USE_CUBEMAP varying vec3 cube_interp; #else varying vec2 uv_interp; #endif varying vec2 uv2_interp; void main() { #ifdef USE_CUBEMAP cube_interp = cube_in; #else uv_interp = uv_in; #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif #define LUM_RANGE 4.0 #ifdef USE_CUBEMAP varying vec3 cube_interp; uniform samplerCube source_cube; #else varying vec2 uv_interp; #ifdef HIGHP_SOURCE uniform highp sampler2D source; #else uniform sampler2D source; #endif #endif varying vec2 uv2_interp; #ifdef USE_GLOW uniform sampler2D glow_source; #endif #if defined(USE_HDR) && defined(USE_GLOW_COPY) uniform highp float hdr_glow_treshold; uniform highp float hdr_glow_scale; #endif #ifdef USE_HDR uniform sampler2D hdr_source; uniform highp float tonemap_exposure; #endif #ifdef USE_BCS uniform vec3 bcs; #endif #ifdef USE_GLOW_COPY uniform float bloom; uniform float bloom_treshold; #endif #if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE) uniform vec2 pixel_size; uniform float pixel_scale; uniform float blur_magnitude; #ifdef USE_HDR_STORE uniform highp float hdr_time_delta; uniform highp float hdr_exp_adj_speed; uniform highp float min_luminance; uniform highp float max_luminance; uniform sampler2D source_vd_lum; #endif //endif #elif defined(USE_FXAA) uniform vec2 pixel_size; #endif #ifdef USE_ENERGY uniform highp float energy; #endif #ifdef USE_CUSTOM_ALPHA uniform float custom_alpha; #endif void main() { //vec4 color = color_interp; #ifdef USE_HIGHP_SOURCE #ifdef USE_CUBEMAP highp vec4 color = textureCube( source_cube, normalize(cube_interp) ); #else highp vec4 color = texture2D( source, uv_interp ); #endif #else #ifdef USE_CUBEMAP vec4 color = textureCube( source_cube, normalize(cube_interp) ); #else vec4 color = texture2D( source, uv_interp ); #endif #endif #ifdef USE_FXAA #define FXAA_REDUCE_MIN (1.0/ 128.0) #define FXAA_REDUCE_MUL (1.0 / 8.0) #define FXAA_SPAN_MAX 8.0 { vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz; vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz; vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz; vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz; vec3 rgbM = color.rgb; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * pixel_size; vec3 rgbA = 0.5 * ( texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(source, uv_interp + dir * -0.5).xyz + texture2D(source, uv_interp + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color.rgb = rgbA; else color.rgb = rgbB; } #endif //color.rg=uv_interp; #ifdef USE_BCS color.rgb = mix(vec3(0.0),color.rgb,bcs.x); color.rgb = mix(vec3(0.5),color.rgb,bcs.y); color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); #endif #ifdef BLUR_V_PASS color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale); color*=(1.0/7.0)*blur_magnitude; #endif #ifdef BLUR_H_PASS color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale); color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale); color*=(1.0/7.0)*blur_magnitude; #endif #ifdef SHADOW_BLUR_V_PASS #ifdef USE_RGBA_DEPTH #define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) highp float depth = VEC42DEPTH(color)*0.383; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006; highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else highp float depth = color.r*0.383; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061; depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006; #ifdef USE_GLES_OVER_GL gl_FragDepth = depth; #else gl_FragDepthEXT = depth; #endif return; #endif #endif #ifdef SHADOW_BLUR_H_PASS #ifdef USE_RGBA_DEPTH #define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) highp float depth = VEC42DEPTH(color)*0.383; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061; depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006; highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else highp float depth = color.r*0.383; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061; depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006; #ifdef USE_GLES_OVER_GL gl_FragDepth = depth; #else gl_FragDepthEXT = depth; #endif return; #endif #endif #ifdef USE_HDR #ifdef USE_8BIT_HDR highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult ); color.rgb*=LUM_RANGE; hdr_lum*=LUM_RANGE; //restore to full range #else highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r; #endif highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported color.rgb*=tone_scale; #endif #ifdef USE_GLOW_COPY highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; #ifdef USE_HDR highp float collum = max(color.r,max(color.g,color.b)); glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale; #endif color.rgb=glowcol; color.a=0.0; #endif #ifdef USE_GLOW vec4 glow = texture2D( glow_source, uv2_interp ); #ifdef USE_GLOW_SCREEN color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0); #endif #ifdef USE_GLOW_SOFTLIGHT { glow.rgb = (glow.rgb * 0.5) + 0.5; color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); } #endif #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) color.rgb+=glow.rgb; #endif #endif #ifdef USE_SRGB { //i have my doubts about how fast this is color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case vec3 S1 = sqrt(color.rgb); vec3 S2 = sqrt(S1); vec3 S3 = sqrt(S2); color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb; } #endif #ifdef USE_HDR_COPY //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); highp float lum = max(color.r,max(color.g,color.b)); #ifdef USE_8BIT_HDR highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else color.rgb=vec3(lum); #endif #endif #ifdef USE_HDR_REDUCE #ifdef USE_8BIT_HDR highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0); highp float lum_accum = dot(color,_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv ); lum_accum/=9.0; #else highp float lum_accum = color.r; lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r; lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r; lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r; lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r; lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r; lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r; lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r; lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r; lum_accum/=9.0; #endif #ifdef USE_HDR_STORE #ifdef USE_8BIT_HDR highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); #else highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) ).r; lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance); #endif #endif #ifdef USE_8BIT_HDR highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else color.rgb=vec3(lum_accum); #endif #endif #ifdef USE_RGBE color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0)); #endif #ifdef USE_ENERGY color.rgb*=energy; #endif #ifdef USE_NO_ALPHA color.a=1.0; #endif #ifdef USE_CUSTOM_ALPHA color.a=custom_alpha; #endif gl_FragColor = color; }