/* clang-format off */ #[modes] mode_default = #define MODE_SIMPLE_COPY mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY mode_copy_section_source = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define MODE_COPY_FROM mode_copy_section_3d = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_3D mode_copy_section_2d_array = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY \n#define USE_TEXTURE_2D_ARRAY mode_screen = #define MODE_SIMPLE_COPY \n#define MODE_MULTIPLY mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR mode_mipmap = #define MODE_MIPMAP mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION mode_cube_to_octahedral = #define CUBE_TO_OCTAHEDRAL \n#define USE_COPY_SECTION mode_cube_to_panorama = #define CUBE_TO_PANORAMA #[specializations] #[vertex] layout(location = 0) in vec2 vertex_attrib; out vec2 uv_interp; /* clang-format on */ #if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR) // Defined in 0-1 coords. uniform highp vec4 copy_section; #endif #if defined(MODE_GAUSSIAN_BLUR) || defined(MODE_COPY_FROM) uniform highp vec4 source_section; #endif void main() { uv_interp = vertex_attrib * 0.5 + 0.5; gl_Position = vec4(vertex_attrib, 1.0, 1.0); #if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR) gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0; #endif #if defined(MODE_GAUSSIAN_BLUR) || defined(MODE_COPY_FROM) uv_interp = source_section.xy + uv_interp * source_section.zw; #endif } /* clang-format off */ #[fragment] in vec2 uv_interp; /* clang-format on */ #if defined(USE_TEXTURE_3D) || defined(USE_TEXTURE_2D_ARRAY) uniform float layer; uniform float lod; #endif #ifdef MODE_SIMPLE_COLOR uniform vec4 color_in; #endif #ifdef MODE_MULTIPLY uniform float multiply; #endif #ifdef MODE_GAUSSIAN_BLUR // Defined in 0-1 coords. uniform highp vec2 pixel_size; #endif #ifdef CUBE_TO_OCTAHEDRAL vec3 oct_to_vec3(vec2 e) { vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); float t = max(-v.z, 0.0); v.xy += t * -sign(v.xy); return normalize(v); } #endif #ifdef CUBE_TO_PANORAMA uniform lowp float mip_level; #endif #if defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA) uniform samplerCube source_cube; // texunit:0 #else // ~(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA)) #if defined(USE_TEXTURE_3D) uniform sampler3D source_3d; // texunit:0 #elif defined(USE_TEXTURE_2D_ARRAY) uniform sampler2DArray source_2d_array; // texunit:0 #else uniform sampler2D source; // texunit:0 #endif #endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA)) layout(location = 0) out vec4 frag_color; // This expects 0-1 range input, outside that range it behaves poorly. vec3 srgb_to_linear(vec3 color) { // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878); } void main() { #ifdef MODE_SIMPLE_COPY #ifdef USE_TEXTURE_3D vec4 color = textureLod(source_3d, vec3(uv_interp, layer), lod); #elif defined(USE_TEXTURE_2D_ARRAY) vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), lod); #else vec4 color = texture(source, uv_interp); #endif // USE_TEXTURE_3D #ifdef MODE_MULTIPLY color *= multiply; #endif // MODE_MULTIPLY frag_color = color; #endif // MODE_SIMPLE_COPY #ifdef MODE_SIMPLE_COLOR frag_color = color_in; #endif // Efficient box filter from Jimenez: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare // Approximates a Gaussian in a single pass. #ifdef MODE_GAUSSIAN_BLUR vec4 A = textureLod(source, uv_interp + pixel_size * vec2(-1.0, -1.0), 0.0); vec4 B = textureLod(source, uv_interp + pixel_size * vec2(0.0, -1.0), 0.0); vec4 C = textureLod(source, uv_interp + pixel_size * vec2(1.0, -1.0), 0.0); vec4 D = textureLod(source, uv_interp + pixel_size * vec2(-0.5, -0.5), 0.0); vec4 E = textureLod(source, uv_interp + pixel_size * vec2(0.5, -0.5), 0.0); vec4 F = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 0.0), 0.0); vec4 G = textureLod(source, uv_interp, 0.0); vec4 H = textureLod(source, uv_interp + pixel_size * vec2(1.0, 0.0), 0.0); vec4 I = textureLod(source, uv_interp + pixel_size * vec2(-0.5, 0.5), 0.0); vec4 J = textureLod(source, uv_interp + pixel_size * vec2(0.5, 0.5), 0.0); vec4 K = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 1.0), 0.0); vec4 L = textureLod(source, uv_interp + pixel_size * vec2(0.0, 1.0), 0.0); vec4 M = textureLod(source, uv_interp + pixel_size * vec2(1.0, 1.0), 0.0); float weight = 0.5 / 4.0; float lesser_weight = 0.125 / 4.0; frag_color = (D + E + I + J) * weight; frag_color += (A + B + G + F) * lesser_weight; frag_color += (B + C + H + G) * lesser_weight; frag_color += (F + G + L + K) * lesser_weight; frag_color += (G + H + M + L) * lesser_weight; #endif #ifdef CUBE_TO_OCTAHEDRAL // Treat the UV coordinates as 0-1 encoded octahedral coordinates. vec3 dir = oct_to_vec3(uv_interp * 2.0 - 1.0); frag_color = texture(source_cube, dir); #endif #ifdef CUBE_TO_PANORAMA const float PI = 3.14159265359; float phi = uv_interp.x * 2.0 * PI; float theta = uv_interp.y * PI; vec3 normal; normal.x = sin(phi) * sin(theta) * -1.0; normal.y = cos(theta); normal.z = cos(phi) * sin(theta) * -1.0; vec3 color = srgb_to_linear(textureLod(source_cube, normal, mip_level).rgb); frag_color = vec4(color, 1.0); #endif }