af45c97652
This backports FXAA from the `master` branch. Co-authored-by: Clay John <claynjohn@gmail.com>
344 lines
9.8 KiB
GLSL
344 lines
9.8 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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void main() {
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gl_Position = vec4(vertex_attrib, 0.0, 1.0);
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uv_interp = uv_in;
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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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// Allows the use of bitshift operators for bicubic upscale
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#ifdef GL_EXT_gpu_shader4
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#extension GL_EXT_gpu_shader4 : enable
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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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#include "stdlib.glsl"
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varying vec2 uv_interp;
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/* clang-format on */
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uniform highp sampler2D source; //texunit:0
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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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#define USING_GLOW // only use glow when at least one glow level is selected
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#ifdef USE_MULTI_TEXTURE_GLOW
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uniform highp sampler2D source_glow1; //texunit:2
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uniform highp sampler2D source_glow2; //texunit:3
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uniform highp sampler2D source_glow3; //texunit:4
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uniform highp sampler2D source_glow4; //texunit:5
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uniform highp sampler2D source_glow5; //texunit:6
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uniform highp sampler2D source_glow6; //texunit:7
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#ifdef USE_GLOW_LEVEL7
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uniform highp sampler2D source_glow7; //texunit:8
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#endif
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#else
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uniform highp sampler2D source_glow; //texunit:2
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#endif
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uniform highp float glow_intensity;
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#endif
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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_FXAA
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uniform vec2 pixel_size;
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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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#ifdef GL_EXT_gpu_shader4
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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 (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);
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}
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float w1(float a) {
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return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);
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}
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float w2(float a) {
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return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);
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}
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float w3(float a) {
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return (1.0 / 6.0) * (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 -1.0 + w1(a) / (w0(a) + w1(a));
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}
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float h1(float a) {
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return 1.0 + w3(a) / (w2(a) + w3(a));
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}
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uniform ivec2 glow_texture_size;
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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(glow_texture_size >> p_lod);
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vec2 texel_size = vec2(1.0) / tex_size;
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uv = uv * tex_size + vec2(0.5);
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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(0.5)) * texel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size;
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return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) +
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(g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(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 //!USE_GLOW_FILTER_BICUBIC
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
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#endif //USE_GLOW_FILTER_BICUBIC
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#else //!GL_EXT_gpu_shader4
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
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#endif //GL_EXT_gpu_shader4
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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color = max((color + glow) - (color * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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glow = glow * vec3(0.5) + vec3(0.5);
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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)));
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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)));
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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)));
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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#endif
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return color;
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}
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vec3 apply_bcs(vec3 color, vec3 bcs) {
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color = mix(vec3(0.0), color, bcs.x);
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color = mix(vec3(0.5), color, bcs.y);
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color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
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return color;
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}
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vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
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color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r;
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color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g;
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color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b;
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return color;
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}
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vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) {
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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 = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz;
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vec3 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz;
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vec3 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz;
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vec3 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz;
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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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pixel_size;
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vec3 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0).xyz +
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texture2DLod(source, uv_interp + dir * 0.5, 0.0).xyz);
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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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}
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void main() {
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vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
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#ifdef USE_FXAA
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color = apply_fxaa(color, uv_interp, pixel_size);
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#endif
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// Glow
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#ifdef USING_GLOW
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vec3 glow = vec3(0.0);
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#ifdef USE_MULTI_TEXTURE_GLOW
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#ifdef USE_GLOW_LEVEL1
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glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL2
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glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL3
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glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL4
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glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL5
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glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL6
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glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
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#ifdef USE_GLOW_LEVEL7
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glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
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#endif
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#endif
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#endif
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#endif
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#endif
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#endif
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#endif
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#else
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#ifdef USE_GLOW_LEVEL1
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL2
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL3
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL4
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL5
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL6
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb;
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#endif
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#ifdef USE_GLOW_LEVEL7
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glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
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#endif
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#endif //USE_MULTI_TEXTURE_GLOW
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glow *= glow_intensity;
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color = apply_glow(color, glow);
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#endif
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// Additional effects
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#ifdef USE_BCS
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color = apply_bcs(color, bcs);
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#endif
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#ifdef USE_COLOR_CORRECTION
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color = apply_color_correction(color, color_correction);
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#endif
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gl_FragColor = vec4(color, 1.0);
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}
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