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authorclayjohn <claynjohn@gmail.com>2019-08-31 15:03:55 -0700
committerclayjohn <claynjohn@gmail.com>2019-09-30 08:04:31 -0700
commit82f63633d187013cbcd0f3b74549ad0453a879e0 (patch)
tree6064f1bc93e61e009f83e8e79977b2b34def9891 /drivers/gles2/shaders/tonemap.glsl
parentc9e1aced53929159f3deaba21df258c991e7ef7f (diff)
Implement DOF blur, Glow, and BCS in GLES2
Diffstat (limited to 'drivers/gles2/shaders/tonemap.glsl')
-rw-r--r--drivers/gles2/shaders/tonemap.glsl296
1 files changed, 140 insertions, 156 deletions
diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl
index eae3b5a1ca..585d821626 100644
--- a/drivers/gles2/shaders/tonemap.glsl
+++ b/drivers/gles2/shaders/tonemap.glsl
@@ -1,66 +1,103 @@
/* clang-format off */
[vertex]
-layout(location = 0) in highp vec4 vertex_attrib;
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute vec2 vertex_attrib; // attrib:0
/* clang-format on */
-layout(location = 4) in vec2 uv_in;
+attribute vec2 uv_in; // attrib:4
-out vec2 uv_interp;
+varying vec2 uv_interp;
void main() {
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
- 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;
+
+// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
+// Do not copy these defines in the vertex section.
+#ifndef USE_GLES_OVER_GL
+#ifdef GL_EXT_shader_texture_lod
+#extension GL_EXT_shader_texture_lod : enable
+#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
+#endif // !USE_GLES_OVER_GL
-in vec2 uv_interp;
-/* clang-format on */
+#ifdef GL_ARB_shader_texture_lod
+#extension GL_ARB_shader_texture_lod : enable
+#endif
-uniform highp sampler2D source; //texunit:0
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
+#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
+#endif
-uniform float exposure;
-uniform float white;
+// Allows the use of bitshift operators for bicubic upscale
+#ifdef GL_EXT_gpu_shader4
+#extension GL_EXT_gpu_shader4 : enable
+#endif
-#ifdef USE_AUTO_EXPOSURE
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
-uniform highp sampler2D source_auto_exposure; //texunit:1
-uniform highp float auto_exposure_grey;
+#include "stdlib.glsl"
-#endif
+varying vec2 uv_interp;
+/* clang-format on */
-#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; //texunit:0
-uniform highp sampler2D source_glow; //texunit:2
+#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 // only use glow when at least one glow level is selected
+
+#ifdef USE_MULTI_TEXTURE_GLOW
+uniform highp sampler2D source_glow1; //texunit:1
+uniform highp sampler2D source_glow2; //texunit:2
+uniform highp sampler2D source_glow3; //texunit:3
+uniform highp sampler2D source_glow4; //texunit:4
+uniform highp sampler2D source_glow5; //texunit:5
+uniform highp sampler2D source_glow6; //texunit:6
+uniform highp sampler2D source_glow7; //texunit:7
+#else
+uniform highp sampler2D source_glow; //texunit:1
+#endif
uniform highp float glow_intensity;
-
#endif
#ifdef USE_BCS
-
uniform vec3 bcs;
-
#endif
#ifdef USE_COLOR_CORRECTION
-
-uniform sampler2D color_correction; //texunit:3
-
+uniform sampler2D color_correction; //texunit:2
#endif
-layout(location = 0) out vec4 frag_color;
-
+#ifdef GL_EXT_gpu_shader4
#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);
@@ -101,8 +138,10 @@ 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 pixel_size = vec2(1.0) / tex_size;
+
+ uv = uv * tex_size + vec2(0.5);
+
vec2 iuv = floor(uv);
vec2 fuv = fract(uv);
@@ -113,73 +152,97 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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;
+ vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
+ vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * pixel_size;
+ vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * pixel_size;
+ vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(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)));
+ return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#else //!USE_GLOW_FILTER_BICUBIC
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
+#endif //USE_GLOW_FILTER_BICUBIC
-#else
+#else //!GL_EXT_gpu_shader4
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
+#endif //GL_EXT_gpu_shader4
-#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
+#ifdef USE_GLOW_REPLACE
+ color = glow;
+#endif
+#ifdef USE_GLOW_SCREEN
+ color = max((color + glow) - (color * glow), vec3(0.0));
#endif
-vec3 tonemap_filmic(vec3 color, float white) {
+#ifdef USE_GLOW_SOFTLIGHT
+ glow = glow * vec3(0.5) + vec3(0.5);
- 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;
+ 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
- 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;
+#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
+ color += glow;
+#endif
- return coltn / whitetn;
+ return color;
}
-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 apply_bcs(vec3 color, vec3 bcs) {
+ color = mix(vec3(0.0), color, bcs.x);
+ color = mix(vec3(0.5), color, bcs.y);
+ color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z);
+
+ return color;
}
-vec3 tonemap_reindhart(vec3 color, float white) {
+vec3 apply_color_correction(vec3 color, sampler2D correction_tex) {
+ color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r;
+ color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g;
+ color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b;
- return (color * (1.0 + (color / (white)))) / (1.0 + color);
+ return color;
}
void main() {
+ vec3 color = texture2DLod(source, uv_interp, 0.0).rgb;
- vec4 color = textureLod(source, uv_interp, 0.0);
+ // Glow
-#ifdef USE_AUTO_EXPOSURE
-
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
+#ifdef USING_GLOW
+ vec3 glow = vec3(0.0);
+#ifdef USE_MULTI_TEXTURE_GLOW
+#ifdef USE_GLOW_LEVEL1
+ glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL2
+ glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL3
+ glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL4
+ glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL5
+ glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL6
+ glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb;
+#ifdef USE_GLOW_LEVEL7
+ glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb;
+#endif
+#endif
+#endif
+#endif
+#endif
#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);
+#else
#ifdef USE_GLOW_LEVEL1
-
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb;
#endif
@@ -206,100 +269,21 @@ void main() {
#ifdef USE_GLOW_LEVEL7
glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb;
#endif
+#endif //USE_MULTI_TEXTURE_GLOW
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
-
+ color = apply_glow(color, glow);
#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
+ // Additional effects
#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);
-
+ color = apply_bcs(color, bcs);
#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;
+ color = apply_color_correction(color, color_correction);
#endif
- frag_color = vec4(color.rgb, 1.0);
+ gl_FragColor = vec4(color, 1.0);
}