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.
308 lines
8.8 KiB
GLSL
308 lines
8.8 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute vec2 vertex_attrib; // attrib:0
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/* clang-format on */
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attribute vec2 uv_in; // attrib:4
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varying vec2 uv_interp;
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#ifdef USE_BLUR_SECTION
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uniform vec4 blur_section;
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#endif
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void main() {
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uv_interp = uv_in;
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gl_Position = vec4(vertex_attrib, 0.0, 1.0);
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#ifdef USE_BLUR_SECTION
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uv_interp = blur_section.xy + uv_interp * blur_section.zw;
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gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
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#endif
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}
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the vertex section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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varying vec2 uv_interp;
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/* clang-format on */
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uniform sampler2D source_color; //texunit:0
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uniform float lod;
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uniform vec2 pixel_size;
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#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
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uniform float glow_strength;
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#endif
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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#ifdef USE_GLES_OVER_GL
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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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);
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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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);
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#endif
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#endif
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uniform sampler2D dof_source_depth; //texunit:1
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uniform float dof_begin;
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uniform float dof_end;
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uniform vec2 dof_dir;
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uniform float dof_radius;
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#endif
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#ifdef GLOW_FIRST_PASS
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uniform highp float luminance_cap;
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uniform float glow_bloom;
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uniform float glow_hdr_threshold;
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uniform float glow_hdr_scale;
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#endif
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uniform float camera_z_far;
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uniform float camera_z_near;
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void main() {
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#ifdef GLOW_GAUSSIAN_HORIZONTAL
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vec2 pix_size = pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
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color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
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color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
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color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
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color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
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color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
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color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
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color *= glow_strength;
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gl_FragColor = color;
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#endif
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#ifdef GLOW_GAUSSIAN_VERTICAL
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vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
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color *= glow_strength;
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gl_FragColor = color;
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#endif
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#ifndef USE_GLES_OVER_GL
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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float dof_kernel[5];
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dof_kernel[0] = 0.153388;
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dof_kernel[1] = 0.221461;
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dof_kernel[2] = 0.250301;
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dof_kernel[3] = 0.221461;
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dof_kernel[4] = 0.153388;
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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float dof_kernel[11];
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dof_kernel[0] = 0.055037;
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dof_kernel[1] = 0.072806;
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dof_kernel[2] = 0.090506;
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dof_kernel[3] = 0.105726;
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dof_kernel[4] = 0.116061;
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dof_kernel[5] = 0.119726;
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dof_kernel[6] = 0.116061;
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dof_kernel[7] = 0.105726;
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dof_kernel[8] = 0.090506;
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dof_kernel[9] = 0.072806;
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dof_kernel[10] = 0.055037;
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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float dof_kernel[21];
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dof_kernel[0] = 0.028174;
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dof_kernel[1] = 0.032676;
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dof_kernel[2] = 0.037311;
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dof_kernel[3] = 0.041944;
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dof_kernel[4] = 0.046421;
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dof_kernel[5] = 0.050582;
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dof_kernel[6] = 0.054261;
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dof_kernel[7] = 0.057307;
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dof_kernel[8] = 0.059587;
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dof_kernel[9] = 0.060998;
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dof_kernel[10] = 0.061476;
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dof_kernel[11] = 0.060998;
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dof_kernel[12] = 0.059587;
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dof_kernel[13] = 0.057307;
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dof_kernel[14] = 0.054261;
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dof_kernel[15] = 0.050582;
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dof_kernel[16] = 0.046421;
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dof_kernel[17] = 0.041944;
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dof_kernel[18] = 0.037311;
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dof_kernel[19] = 0.032676;
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dof_kernel[20] = 0.028174;
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#endif
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#endif
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#endif //!USE_GLES_OVER_GL
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#ifdef DOF_FAR_BLUR
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vec4 color_accum = vec4(0.0);
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float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r;
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depth = depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
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float tap_k = dof_kernel[i];
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
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#endif
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float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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}
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if (k_accum > 0.0) {
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color_accum /= k_accum;
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}
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gl_FragColor = color_accum; ///k_accum;
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#endif
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#ifdef DOF_NEAR_BLUR
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
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float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
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#endif
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float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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#ifdef DOF_NEAR_FIRST_TAP
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tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
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#endif
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max_accum = max(max_accum, tap_amount * ofs_influence);
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color_accum += tap_color * tap_k;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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gl_FragColor = color_accum;
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#endif
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#ifdef GLOW_FIRST_PASS
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float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b));
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float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
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gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
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#endif
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}
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