0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
355 lines
11 KiB
GLSL
355 lines
11 KiB
GLSL
/* clang-format off */
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[vertex]
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#version 450
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VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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#version 450
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VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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layout(set = 2, binding = 0) uniform sampler2D source_glow;
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layout(set = 3, binding = 0) uniform sampler3D color_correction;
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layout(push_constant, binding = 1, std430) uniform Params {
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vec3 bcs;
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bool use_bcs;
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bool use_glow;
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bool use_auto_exposure;
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bool use_color_correction;
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uint tonemapper;
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uvec2 glow_texture_size;
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float glow_intensity;
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uint glow_level_flags;
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uint glow_mode;
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float exposure;
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float white;
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float auto_exposure_grey;
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vec2 pixel_size;
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bool use_fxaa;
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uint pad;
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}
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params;
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_GLOW_FILTER_BICUBIC
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// w0, w1, w2, and w3 are the four cubic B-spline basis functions
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float w0(float a) {
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return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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}
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float w1(float a) {
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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float w2(float a) {
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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float w3(float a) {
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return (1.0f / 6.0f) * (a * a * a);
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}
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// g0 and g1 are the two amplitude functions
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float g0(float a) {
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return w0(a) + w1(a);
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}
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float g1(float a) {
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return w2(a) + w3(a);
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}
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// h0 and h1 are the two offset functions
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float h0(float a) {
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return -1.0f + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a) {
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return 1.0f + w3(a) / (w2(a) + w3(a));
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}
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vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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float lod = float(p_lod);
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vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
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vec2 pixel_size = vec2(1.0f) / tex_size;
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uv = uv * tex_size + vec2(0.5f);
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vec2 iuv = floor(uv);
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vec2 fuv = fract(uv);
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float g0x = g0(fuv.x);
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float g1x = g1(fuv.x);
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float h0x = h0(fuv.x);
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float h1x = h1(fuv.x);
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float h0y = h0(fuv.y);
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float h1y = h1(fuv.y);
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vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
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return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
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(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
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}
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
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#else
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
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#endif
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vec3 tonemap_filmic(vec3 color, float white) {
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// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
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// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
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// has no effect on the curve's general shape or visual properties
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const float exposure_bias = 2.0f;
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const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
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const float B = 0.30f * exposure_bias;
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const float C = 0.10f;
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const float D = 0.20f;
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const float E = 0.01f;
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const float F = 0.30f;
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vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
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return color_tonemapped / white_tonemapped;
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}
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vec3 tonemap_aces(vec3 color, float white) {
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const float exposure_bias = 0.85f;
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const float A = 2.51f * exposure_bias * exposure_bias;
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const float B = 0.03f * exposure_bias;
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const float C = 2.43f * exposure_bias * exposure_bias;
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const float D = 0.59f * exposure_bias;
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const float E = 0.14f;
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vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
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float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
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return color_tonemapped / white_tonemapped;
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}
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vec3 tonemap_reinhard(vec3 color, float white) {
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return (white * color + color) / (color * white + white);
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}
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vec3 linear_to_srgb(vec3 color) {
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//if going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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#define TONEMAPPER_LINEAR 0
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#define TONEMAPPER_REINHARD 1
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#define TONEMAPPER_FILMIC 2
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#define TONEMAPPER_ACES 3
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vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
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if (params.tonemapper == TONEMAPPER_LINEAR) {
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return color;
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} else if (params.tonemapper == TONEMAPPER_REINHARD) {
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return tonemap_reinhard(color, white);
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} else if (params.tonemapper == TONEMAPPER_FILMIC) {
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return tonemap_filmic(color, white);
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} else { //aces
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return tonemap_aces(color, white);
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}
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}
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vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
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vec3 glow = vec3(0.0f);
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if (bool(params.glow_level_flags & (1 << 0))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 1))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 2))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 3))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 4))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 5))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
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}
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if (bool(params.glow_level_flags & (1 << 6))) {
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glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
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}
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return glow;
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}
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#define GLOW_MODE_ADD 0
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#define GLOW_MODE_SCREEN 1
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#define GLOW_MODE_SOFTLIGHT 2
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#define GLOW_MODE_REPLACE 3
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#define GLOW_MODE_MIX 4
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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if (params.glow_mode == GLOW_MODE_ADD) {
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return color + glow;
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} else if (params.glow_mode == GLOW_MODE_SCREEN) {
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//need color clamping
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return max((color + glow) - (color * glow), vec3(0.0));
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} else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
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//need color clamping
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glow = glow * vec3(0.5f) + vec3(0.5f);
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color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
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color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
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color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
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return color;
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} else { //replace
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return glow;
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}
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}
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vec3 apply_bcs(vec3 color, vec3 bcs) {
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color = mix(vec3(0.0f), color, bcs.x);
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color = mix(vec3(0.5f), color, bcs.y);
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color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
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return color;
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}
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vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
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return texture(correction_tex, color).rgb;
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}
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vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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const float FXAA_REDUCE_MUL = (1.0 / 8.0);
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const float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
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vec3 rgbM = color;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) *
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params.pixel_size;
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vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
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vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
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textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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return rgbA;
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else
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return rgbB;
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}
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void main() {
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vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
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// Exposure
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float exposure = params.exposure;
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if (params.use_auto_exposure) {
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exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
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}
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color *= exposure;
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// Early Tonemap & SRGB Conversion
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if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
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vec3 glow = gather_glow(source_glow, uv_interp);
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color.rgb = mix(color.rgb, glow, params.glow_intensity);
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}
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if (params.use_fxaa) {
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color = do_fxaa(color, exposure, uv_interp);
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}
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color = apply_tonemapping(color, params.white);
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color = linear_to_srgb(color); // regular linear -> SRGB conversion
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// Glow
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if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
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vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
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// high dynamic range -> SRGB
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glow = apply_tonemapping(glow, params.white);
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glow = linear_to_srgb(glow);
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color = apply_glow(color, glow);
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}
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// Additional effects
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if (params.use_bcs) {
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color = apply_bcs(color, params.bcs);
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}
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if (params.use_color_correction) {
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color = apply_color_correction(color, color_correction);
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}
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frag_color = vec4(color, 1.0f);
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}
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