/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ layout(location = 4) in vec2 uv_in; out vec2 uv_interp; void main() { gl_Position = vertex_attrib; uv_interp = uv_in; #ifdef V_FLIP uv_interp.y = 1.0 - uv_interp.y; #endif } /* clang-format off */ [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif in vec2 uv_interp; /* clang-format on */ 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 #ifdef USE_BCS uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION uniform sampler2D color_correction; //texunit:3 #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 vec3 tonemap_filmic(vec3 color, float white) { 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 * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float whitetn = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; return coltn / whitetn; } vec3 tonemap_aces(vec3 color) { float a = 2.51f; float b = 0.03f; float c = 2.43f; float d = 0.59f; float e = 0.14f; return color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3(0.0), vec3(1.0)); } vec3 tonemap_reindhart(vec3 color, float white) { return (color * (1.0 + (color / (white)))) / (1.0 + color); } void main() { vec4 color = textureLod(source, uv_interp, 0.0); #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) #define USING_GLOW #endif #if defined(USING_GLOW) 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; #endif #ifdef USE_REINDHART_TONEMAPPER color.rgb = tonemap_reindhart(color.rgb, white); #if defined(USING_GLOW) glow = tonemap_reindhart(glow, white); #endif #endif #ifdef USE_FILMIC_TONEMAPPER color.rgb = tonemap_filmic(color.rgb, white); #if defined(USING_GLOW) glow = tonemap_filmic(glow, white); #endif #endif #ifdef USE_ACES_TONEMAPPER color.rgb = tonemap_aces(color.rgb); #if defined(USING_GLOW) glow = tonemap_aces(glow); #endif #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))); #if defined(USING_GLOW) glow = mix((vec3(1.0) + a) * pow(glow, vec3(1.0 / 2.4)) - a, 12.92 * glow, lessThan(glow, vec3(0.0031308))); #endif //glow needs to be added in SRGB space (together with image space effects) color.rgb = clamp(color.rgb, 0.0, 1.0); #if defined(USING_GLOW) glow = clamp(glow, 0.0, 1.0); #endif #ifdef USE_GLOW_REPLACE color.rgb = glow; #endif #ifdef USE_GLOW_SCREEN color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); #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(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) //additive color.rgb += glow; #endif #ifdef USE_BCS color.rgb = mix(vec3(0.0), color.rgb, bcs.x); color.rgb = mix(vec3(0.5), color.rgb, bcs.y); color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); #endif #ifdef USE_COLOR_CORRECTION color.r = texture(color_correction, vec2(color.r, 0.0)).r; color.g = texture(color_correction, vec2(color.g, 0.0)).g; color.b = texture(color_correction, vec2(color.b, 0.0)).b; #endif frag_color = vec4(color.rgb, 1.0); }