diff options
Diffstat (limited to 'drivers/gles2/shaders/copy.glsl')
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 557 |
1 files changed, 0 insertions, 557 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl deleted file mode 100644 index 23680ffe91..0000000000 --- a/drivers/gles2/shaders/copy.glsl +++ /dev/null @@ -1,557 +0,0 @@ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define mediump -#define highp -#else -precision mediump float; -precision mediump int; -#endif - -attribute highp vec4 vertex_attrib; // attrib:0 -#ifdef USE_CUBEMAP -attribute vec3 cube_in; // attrib:4 -#else -attribute vec2 uv_in; // attrib:4 -#endif -attribute vec2 uv2_in; // attrib:5 - - -#ifdef USE_CUBEMAP -varying vec3 cube_interp; -#else -varying vec2 uv_interp; -#endif - -varying vec2 uv2_interp; - -void main() { - -#ifdef USE_CUBEMAP - cube_interp = cube_in; -#else - uv_interp = uv_in; -#endif - uv2_interp = uv2_in; - gl_Position = vertex_attrib; -} - -[fragment] - -#ifdef USE_GLES_OVER_GL -#define mediump -#define highp -#else -precision mediump float; -precision mediump int; -#endif - - - -float sRGB_gamma_correct(float c){ - float a = 0.055; - if(c < 0.0031308) - return 12.92*c; - else - return (1.0+a)*pow(c, 1.0/2.4) - a; -} - -#define LUM_RANGE 4.0 - - -#ifdef USE_ARRAY -uniform sampler2DArray source; -#elif defined(USE_CUBEMAP) -varying vec3 cube_interp; -uniform samplerCube source_cube; -#else -varying vec2 uv_interp; -#ifdef HIGHP_SOURCE -uniform highp sampler2D source; -#else -uniform sampler2D source; -#endif -#endif -varying vec2 uv2_interp; - - -#ifdef USE_DEPTH -uniform highp sampler2D source_depth; //texunit:1 -#endif - -#ifdef USE_GLOW - -uniform sampler2D glow_source; - -#endif - - -#if defined(USE_HDR) && defined(USE_GLOW_COPY) -uniform highp float hdr_glow_threshold; -uniform highp float hdr_glow_scale; -#endif - -#ifdef USE_HDR - -uniform sampler2D hdr_source; -uniform highp float tonemap_exposure; -uniform highp float tonemap_white; -#endif - -#ifdef USE_BCS - -uniform vec3 bcs; - -#endif - -#ifdef USE_GLOW_COPY - -uniform float bloom; -uniform float bloom_threshold; - -#endif - -#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE) - -uniform vec2 pixel_size; -uniform float pixel_scale; -uniform float blur_magnitude; - -#ifdef USE_HDR_STORE - -uniform highp float hdr_time_delta; -uniform highp float hdr_exp_adj_speed; -uniform highp float min_luminance; -uniform highp float max_luminance; -uniform sampler2D source_vd_lum; - -#endif - -//endif -#elif defined(USE_FXAA) - -uniform vec2 pixel_size; - -#endif - -#ifdef USE_ENERGY - -uniform highp float energy; - -#endif - -#ifdef USE_CUSTOM_ALPHA -uniform float custom_alpha; -#endif - - -void main() { - - //vec4 color = color_interp; - - -#ifdef USE_ARRAY - highp vec4 color = textureLod( source, vec3(uv_interp,0.0),0.0 ); -#elif defined(USE_CUBEMAP) - highp vec4 color = textureCube( source_cube, normalize(cube_interp) ); - -#else - highp vec4 color = texture2D( source, uv_interp ); -#endif - - - -#endif - -#ifdef USE_FXAA - -#define FXAA_REDUCE_MIN (1.0/ 128.0) -#define FXAA_REDUCE_MUL (1.0 / 8.0) -#define FXAA_SPAN_MAX 8.0 - - { - vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz; - vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz; - vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz; - vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz; - vec3 rgbM = color.rgb; - vec3 luma = vec3(0.299, 0.587, 0.114); - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, luma); - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); - - vec2 dir; - dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); - dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); - - float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * - (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); - - float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); - dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), - max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), - dir * rcpDirMin)) * pixel_size; - - vec3 rgbA = 0.5 * ( - texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz + - texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * ( - texture2D(source, uv_interp + dir * -0.5).xyz + - texture2D(source, uv_interp + dir * 0.5).xyz); - - float lumaB = dot(rgbB, luma); - if ((lumaB < lumaMin) || (lumaB > lumaMax)) - color.rgb = rgbA; - else - color.rgb = rgbB; - } - -#endif - //color.rg=uv_interp; - -#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 BLUR_V_PASS - - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale); - - color*=(1.0/7.0)*blur_magnitude; - -#endif - -#ifdef BLUR_H_PASS - - - color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale); - color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale); - - color*=(1.0/7.0)*blur_magnitude; - -#endif - -#ifdef SHADOW_BLUR_V_PASS - -#ifdef USE_RGBA_DEPTH - -#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) - - highp float depth = VEC42DEPTH(color)*0.383; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006; - highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - color=comp; - -#else - - highp float depth = color.r*0.383; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061; - depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006; - -#ifdef USE_GLES_OVER_GL - gl_FragDepth = depth; - -#else - gl_FragDepthEXT = depth; -#endif - - return; -#endif - -#endif - -#ifdef SHADOW_BLUR_H_PASS - - -#ifdef USE_RGBA_DEPTH - -#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) - - highp float depth = VEC42DEPTH(color)*0.383; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061; - depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006; - highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - color=comp; -#else - - - highp float depth = color.r*0.383; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061; - depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006; - -#ifdef USE_GLES_OVER_GL - gl_FragDepth = depth; -#else - gl_FragDepthEXT = depth; -#endif - - return; - -#endif - -#endif - -#ifdef USE_HDR - - highp float white_mult = 1.0; - -#ifdef USE_8BIT_HDR - highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); - highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult ); - color.rgb*=LUM_RANGE; - hdr_lum*=LUM_RANGE; //restore to full range -#else - - highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg; - highp float hdr_lum = lv.r; -#ifdef USE_AUTOWHITE - white_mult=lv.g; -#endif - -#endif - -#ifdef USE_REINHARDT_TONEMAPPER - float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); - float lp = tonemap_exposure/hdr_lum*src_lum; - float white = tonemap_white; -#ifdef USE_AUTOWHITE - white_mult = (white_mult + 1.0 * white_mult); - white_mult*=white_mult; - white*=white_mult; -#endif - lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp ); - color.rgb*=lp; - -#else - -#ifdef USE_LOG_TONEMAPPER - color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0); -#else - highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported - color.rgb*=tone_scale; -#endif - -#endif - -#endif - - -#ifdef USE_GLOW_COPY - - highp vec3 glowcol = color.rgb*color.a+step(bloom_threshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; - -#ifdef USE_HDR - highp float collum = max(color.r,max(color.g,color.b)); - glowcol+=color.rgb*max(collum-hdr_glow_threshold,0.0)*hdr_glow_scale; -#endif - color.rgb=glowcol; - color.a=0.0; - -#endif - - -#ifdef USE_GLOW - - vec4 glow = texture2D( glow_source, uv2_interp ); - -#ifdef USE_GLOW_SCREEN - - color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0); - -#endif - -#ifdef USE_GLOW_SOFTLIGHT - - { - - glow.rgb = (glow.rgb * 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) - color.rgb+=glow.rgb; -#endif - - - -#endif - -#ifdef USE_SRGB - -#if 0 - //this was fast, but was commented out because it looked kind of shitty, might it be fixable? - - { //i have my doubts about how fast this is - - color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case - vec3 S1 = sqrt(color.rgb); - vec3 S2 = sqrt(S1); - vec3 S3 = sqrt(S2); - color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb; - } -#else - - color.r=sRGB_gamma_correct(color.r); - color.g=sRGB_gamma_correct(color.g); - color.b=sRGB_gamma_correct(color.b); - -#endif - -#endif - -#ifdef USE_HDR_COPY - - //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); - //highp float lum = max(color.r,max(color.g,color.b)); - highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); - - //lum=log(lum+0.0001); //everyone does it - -#ifdef USE_8BIT_HDR - highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - color=comp; -#else - color.rgb=vec3(lum); -#endif - - -#endif - -#ifdef USE_HDR_REDUCE - -#ifdef USE_8BIT_HDR - highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0); - highp float lum_accum = dot(color,_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv ); - lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv ); - lum_accum/=9.0; -#else - - highp float lum_accum = color.r; - highp float lum_max = color.g; - -#define LUM_REDUCE(m_uv) \ - {\ - vec2 val = texture2D( source, uv_interp+m_uv ).rg;\ - lum_accum+=val.x;\ - lum_max=max(val.y,lum_max);\ - } - - LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) ); - LUM_REDUCE( vec2(0.0,-pixel_size.y) ); - LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) ); - LUM_REDUCE( vec2(-pixel_size.x,0.0) ); - LUM_REDUCE( vec2(pixel_size.x,0.0) ); - LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) ); - LUM_REDUCE( vec2(0.0,pixel_size.y) ); - LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) ); - lum_accum/=9.0; - -#endif - -#ifdef USE_HDR_STORE - - //lum_accum=exp(lum_accum); - -#ifdef USE_8BIT_HDR - - highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); - lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); -#else - highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) ).r; - lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance); -#endif - -#endif - -#ifdef USE_8BIT_HDR - highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); - color=comp; -#else -#ifdef USE_AUTOWHITE - color.r=lum_accum; - color.g=lum_max; -#else - color.rgb=vec3(lum_accum); -#endif - - -#endif - -#endif - - - -#ifdef USE_RGBE - - color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0)); -#endif - -#ifdef USE_ENERGY - color.rgb*=energy; -#endif - -#ifdef USE_NO_ALPHA - color.a=1.0; -#endif - -#ifdef USE_CUSTOM_ALPHA - color.a=custom_alpha; -#endif - - - gl_FragColor = color; - -#ifdef USE_DEPTH - gl_FragDepth = texture(source_depth,uv_interp).r; -#endif - -} |