[vertex] layout(location=0) in highp vec4 vertex_attrib; layout(location=4) in vec2 uv_in; out vec2 uv_interp; void main() { gl_Position = vertex_attrib; uv_interp = uv_in; } [fragment] in vec2 uv_interp; uniform highp sampler2D source; //texunit:0 uniform float exposure; uniform float white; #ifdef USE_AUTO_EXPOSURE uniform highp sampler2D source_auto_exposure; //texunit:1 uniform highp float auto_exposure_grey; #endif #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) uniform highp sampler2D source_glow; //texunit:2 uniform highp float glow_intensity; #endif layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC // w0, w1, w2, and w3 are the four cubic B-spline basis functions float w0(float a) { return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); } float w1(float a) { return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); } float w2(float a) { return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); } float w3(float a) { return (1.0/6.0)*(a*a*a); } // g0 and g1 are the two amplitude functions float g0(float a) { return w0(a) + w1(a); } float g1(float a) { return w2(a) + w3(a); } // h0 and h1 are the two offset functions float h0(float a) { return -1.0 + w1(a) / (w0(a) + w1(a)); } float h1(float a) { return 1.0 + w3(a) / (w2(a) + w3(a)); } uniform ivec2 glow_texture_size; vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) { float lod=float(p_lod); vec2 tex_size = vec2(glow_texture_size >> p_lod); vec2 pixel_size =1.0/tex_size; uv = uv*tex_size + 0.5; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + g1x * textureLod(tex, p1,lod)) + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + g1x * textureLod(tex, p3,lod)); } #define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) #else #define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) #endif void main() { ivec2 coord = ivec2(gl_FragCoord.xy); vec3 color = texelFetch(source,coord,0).rgb; #ifdef USE_AUTO_EXPOSURE color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; #endif color*=exposure; #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) vec3 glow = vec3(0.0); #ifdef USE_GLOW_LEVEL1 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; #endif #ifdef USE_GLOW_LEVEL2 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; #endif #ifdef USE_GLOW_LEVEL3 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; #endif #ifdef USE_GLOW_LEVEL4 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; #endif #ifdef USE_GLOW_LEVEL5 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; #endif #ifdef USE_GLOW_LEVEL6 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; #endif #ifdef USE_GLOW_LEVEL7 glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; #endif glow *= glow_intensity; #ifdef USE_GLOW_REPLACE color.rgb = glow; #endif #ifdef USE_GLOW_SCREEN color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0); #endif #ifdef USE_GLOW_SOFTLIGHT { glow = (glow * 0.5) + 0.5; 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))); 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))); 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))); } #endif #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) color.rgb+=glow; #endif #endif #ifdef USE_REINDHART_TONEMAPPER { color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb ); } #endif #ifdef USE_FILMIC_TONEMAPPER { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F; float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; color.rgb=coltn/whitetn; } #endif #ifdef USE_ACES_TONEMAPPER { float a = 2.51f; float b = 0.03f; float c = 2.43f; float d = 0.59f; float e = 0.14f; color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0)); } #endif //regular Linear -> SRGB conversion vec3 a = vec3(0.055); 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))); frag_color=vec4(color.rgb,1.0); }