228 lines
5.6 KiB
GLSL
228 lines
5.6 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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layout(location = 4) in vec3 cube_in;
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#else
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layout(location = 4) in vec2 uv_in;
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#endif
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layout(location = 5) in vec2 uv2_in;
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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out vec3 cube_interp;
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#else
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out vec2 uv_interp;
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#endif
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out vec2 uv2_interp;
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#ifdef USE_COPY_SECTION
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uniform vec4 copy_section;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#elif defined(USE_ASYM_PANO)
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uv_interp = vertex_attrib.xy;
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#else
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uv_interp = uv_in;
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#ifdef V_FLIP
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uv_interp.y = 1.0 - uv_interp.y;
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#endif
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_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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#define M_PI 3.14159265359
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#if !defined(USE_GLES_OVER_GL)
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precision mediump float;
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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in vec3 cube_interp;
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#else
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in vec2 uv_interp;
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#endif
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#ifdef USE_ASYM_PANO
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uniform highp mat4 pano_transform;
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uniform highp vec4 asym_proj;
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#endif
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// These definitions are here because the shader-wrapper builder does
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// not understand `#elif defined()`
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#ifdef USE_TEXTURE3D
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#endif
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#ifdef USE_TEXTURE2DARRAY
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; //texunit:0
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#elif defined(USE_TEXTURE3D)
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uniform sampler3D source_3d; //texunit:0
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#elif defined(USE_TEXTURE2DARRAY)
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uniform sampler2DArray source_2d_array; //texunit:0
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#else
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uniform sampler2D source; //texunit:0
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#endif
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/* clang-format on */
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#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY)
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uniform float layer;
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#endif
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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uniform highp mat4 sky_transform;
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vec4 texturePanorama(vec3 normal, sampler2D pano) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return textureLod(pano, st, 0.0);
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}
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#endif
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uniform vec2 pixel_size;
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in vec2 uv2_interp;
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:1
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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//vec4 color = color_interp;
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#ifdef USE_PANORAMA
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vec3 cube_normal = normalize(cube_interp);
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cube_normal.z = -cube_normal.z;
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cube_normal = mat3(sky_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(cube_normal, source);
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#elif defined(USE_ASYM_PANO)
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// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
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// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
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// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
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vec3 cube_normal;
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cube_normal.z = -1000000.0;
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cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
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cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
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cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
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cube_normal.z = -cube_normal.z;
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vec4 color = texturePanorama(normalize(cube_normal.xyz), source);
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#elif defined(USE_CUBEMAP)
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vec4 color = texture(source_cube, normalize(cube_interp));
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#elif defined(USE_TEXTURE3D)
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vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0);
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#elif defined(USE_TEXTURE2DARRAY)
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vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0);
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#else
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vec4 color = textureLod(source, uv_interp, 0.0);
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#endif
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#ifdef LINEAR_TO_SRGB
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
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#endif
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#ifdef SRGB_TO_LINEAR
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color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
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#endif
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#ifdef DEBUG_GRADIENT
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color.rg = uv_interp;
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color.b = 0.0;
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#endif
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#ifdef DISABLE_ALPHA
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color.a = 1.0;
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#endif
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#ifdef GAUSSIAN_HORIZONTAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136;
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#endif
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#ifdef GAUSSIAN_VERTICAL
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color *= 0.38774;
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color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136;
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color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477;
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color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136;
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#endif
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0), color.rgb, bcs.x);
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color.rgb = mix(vec3(0.5), color.rgb, bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color.r = texture(color_correction, vec2(color.r, 0.0)).r;
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color.g = texture(color_correction, vec2(color.g, 0.0)).g;
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color.b = texture(color_correction, vec2(color.b, 0.0)).b;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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frag_color = color;
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}
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