291 lines
6.3 KiB
GLSL
291 lines
6.3 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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layout(location=4) in vec2 uv_in;
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out vec2 uv_interp;
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void main() {
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gl_Position = vertex_attrib;
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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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}
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[fragment]
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in vec2 uv_interp;
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uniform highp sampler2D source; //texunit:0
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uniform float exposure;
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uniform float white;
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#ifdef USE_AUTO_EXPOSURE
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uniform highp sampler2D source_auto_exposure; //texunit:1
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uniform highp float auto_exposure_grey;
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#endif
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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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uniform highp sampler2D source_glow; //texunit:2
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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_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:3
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#endif
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layout(location = 0) out vec4 frag_color;
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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 pixel_size =1.0/tex_size;
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uv = uv*tex_size + 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) - 0.5) * pixel_size;
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vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size;
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vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size;
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vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size;
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return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) +
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g1x * textureLod(tex, p1,lod)) +
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g1(fuv.y) * (g0x * textureLod(tex, p2,lod) +
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g1x * textureLod(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
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#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod))
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#endif
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec3 color = texelFetch(source,coord,0).rgb;
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#ifdef USE_AUTO_EXPOSURE
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color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
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#endif
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color*=exposure;
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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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vec3 glow = vec3(0.0);
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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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glow *= glow_intensity;
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#ifdef USE_GLOW_REPLACE
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0);
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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{
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glow = (glow * 0.5) + 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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}
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
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color.rgb+=glow;
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#endif
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#endif
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#ifdef USE_REINDHART_TONEMAPPER
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{
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color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
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}
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
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float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
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color.rgb=coltn/whitetn;
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}
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#endif
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#ifdef USE_ACES_TONEMAPPER
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
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}
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#endif
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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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#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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frag_color=vec4(color.rgb,1.0);
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}
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