[vertex] layout(location=0) in highp vec4 vertex_attrib; layout(location=4) in vec2 uv_in; out vec2 uv_interp; void main() { uv_interp = uv_in; gl_Position = vertex_attrib; } [fragment] in vec2 uv_interp; uniform sampler2D source_color; //texunit:0 #ifdef SSAO_MERGE uniform sampler2D source_ssao; //texunit:1 #endif uniform float lod; uniform vec2 pixel_size; layout(location = 0) out vec4 frag_color; #ifdef SSAO_MERGE uniform vec4 ssao_color; #endif #if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) uniform float glow_strength; #endif #if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) #ifdef DOF_QUALITY_LOW const int dof_kernel_size=5; const int dof_kernel_from=2; const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); #endif #ifdef DOF_QUALITY_MEDIUM const int dof_kernel_size=11; const int dof_kernel_from=5; 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); #endif #ifdef DOF_QUALITY_HIGH const int dof_kernel_size=21; const int dof_kernel_from=10; 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); #endif uniform sampler2D dof_source_depth; //texunit:1 uniform float dof_begin; uniform float dof_end; uniform vec2 dof_dir; uniform float dof_radius; #ifdef DOF_NEAR_BLUR_MERGE uniform sampler2D source_dof_original; //texunit:2 #endif #endif #ifdef GLOW_FIRST_PASS uniform float exposure; uniform float white; #ifdef GLOW_USE_AUTO_EXPOSURE uniform highp sampler2D source_auto_exposure; //texunit:1 uniform highp float auto_exposure_grey; #endif uniform float glow_bloom; uniform float glow_hdr_treshold; uniform float glow_hdr_scale; #endif uniform float camera_z_far; uniform float camera_z_near; void main() { #ifdef GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size*=0.5; //reading from larger buffer, so use more samples vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; frag_color = color; #endif #ifdef GAUSSIAN_VERTICAL vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477; color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136; color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477; color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136; frag_color = color; #endif //glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size*=0.5; //reading from larger buffer, so use more samples vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; color*=glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; color*=glow_strength; frag_color = color; #endif #ifdef DOF_FAR_BLUR vec4 color_accum = vec4(0.0); float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); float amount = smoothstep(dof_begin,dof_end,depth); float k_accum=0.0; for(int i=0;i0.0) { color_accum/=k_accum; } frag_color = color_accum;///k_accum; #endif #ifdef DOF_NEAR_BLUR vec4 color_accum = vec4(0.0); float max_accum=0; for(int i=0;i