diff options
Diffstat (limited to 'drivers/gles2/shaders/effect_blur.glsl')
-rw-r--r-- | drivers/gles2/shaders/effect_blur.glsl | 308 |
1 files changed, 0 insertions, 308 deletions
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl deleted file mode 100644 index 7b607dd76a..0000000000 --- a/drivers/gles2/shaders/effect_blur.glsl +++ /dev/null @@ -1,308 +0,0 @@ -/* clang-format off */ -[vertex] - -#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 */ -attribute vec2 uv_in; // attrib:4 - -varying vec2 uv_interp; - -#ifdef USE_BLUR_SECTION - -uniform vec4 blur_section; - -#endif - -void main() { - uv_interp = uv_in; - gl_Position = vec4(vertex_attrib, 0.0, 1.0); -#ifdef USE_BLUR_SECTION - - uv_interp = blur_section.xy + uv_interp * blur_section.zw; - gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; -#endif -} - -/* clang-format off */ -[fragment] - -// 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 - -#ifdef GL_ARB_shader_texture_lod -#extension GL_ARB_shader_texture_lod : enable -#endif - -#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 - -#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 - -varying vec2 uv_interp; -/* clang-format on */ -uniform sampler2D source_color; //texunit:0 - -uniform float lod; -uniform vec2 pixel_size; - -#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) - -uniform float glow_strength; - -#endif - -#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) - -#ifdef USE_GLES_OVER_GL -#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 -#endif - -uniform sampler2D dof_source_depth; //texunit:1 -uniform float dof_begin; -uniform float dof_end; -uniform vec2 dof_dir; -uniform float dof_radius; - -#endif - -#ifdef GLOW_FIRST_PASS - -uniform highp float luminance_cap; - -uniform float glow_bloom; -uniform float glow_hdr_threshold; -uniform float glow_hdr_scale; - -#endif - -uniform float camera_z_far; -uniform float camera_z_near; - -void main() { -#ifdef GLOW_GAUSSIAN_HORIZONTAL - vec2 pix_size = pixel_size; - pix_size *= 0.5; //reading from larger buffer, so use more samples - vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938; - color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569; - color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367; - color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595; - color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569; - color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367; - color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595; - color *= glow_strength; - gl_FragColor = color; -#endif - -#ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713; - color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062; - color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581; - color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062; - color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581; - color *= glow_strength; - gl_FragColor = color; -#endif - -#ifndef USE_GLES_OVER_GL -#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; - float dof_kernel[5]; - dof_kernel[0] = 0.153388; - dof_kernel[1] = 0.221461; - dof_kernel[2] = 0.250301; - dof_kernel[3] = 0.221461; - dof_kernel[4] = 0.153388; -#endif - -#ifdef DOF_QUALITY_MEDIUM - const int dof_kernel_size = 11; - const int dof_kernel_from = 5; - float dof_kernel[11]; - dof_kernel[0] = 0.055037; - dof_kernel[1] = 0.072806; - dof_kernel[2] = 0.090506; - dof_kernel[3] = 0.105726; - dof_kernel[4] = 0.116061; - dof_kernel[5] = 0.119726; - dof_kernel[6] = 0.116061; - dof_kernel[7] = 0.105726; - dof_kernel[8] = 0.090506; - dof_kernel[9] = 0.072806; - dof_kernel[10] = 0.055037; -#endif - -#ifdef DOF_QUALITY_HIGH - const int dof_kernel_size = 21; - const int dof_kernel_from = 10; - float dof_kernel[21]; - dof_kernel[0] = 0.028174; - dof_kernel[1] = 0.032676; - dof_kernel[2] = 0.037311; - dof_kernel[3] = 0.041944; - dof_kernel[4] = 0.046421; - dof_kernel[5] = 0.050582; - dof_kernel[6] = 0.054261; - dof_kernel[7] = 0.057307; - dof_kernel[8] = 0.059587; - dof_kernel[9] = 0.060998; - dof_kernel[10] = 0.061476; - dof_kernel[11] = 0.060998; - dof_kernel[12] = 0.059587; - dof_kernel[13] = 0.057307; - dof_kernel[14] = 0.054261; - dof_kernel[15] = 0.050582; - dof_kernel[16] = 0.046421; - dof_kernel[17] = 0.041944; - dof_kernel[18] = 0.037311; - dof_kernel[19] = 0.032676; - dof_kernel[20] = 0.028174; -#endif -#endif -#endif //!USE_GLES_OVER_GL - -#ifdef DOF_FAR_BLUR - - vec4 color_accum = vec4(0.0); - - float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r; - depth = depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); -#endif - - float amount = smoothstep(dof_begin, dof_end, depth); - float k_accum = 0.0; - - for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i - dof_kernel_from; - vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; - - float tap_k = dof_kernel[i]; - - float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r; - tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); -#endif - float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - - vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k; - - k_accum += tap_k * tap_amount; - color_accum += tap_color * tap_amount; - } - - if (k_accum > 0.0) { - color_accum /= k_accum; - } - - gl_FragColor = color_accum; ///k_accum; - -#endif - -#ifdef DOF_NEAR_BLUR - - vec4 color_accum = vec4(0.0); - - float max_accum = 0.0; - - for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i - dof_kernel_from; - vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; - float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from)); - - float tap_k = dof_kernel[i]; - - vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0); - - float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r; - tap_depth = tap_depth * 2.0 - 1.0; -#ifdef USE_ORTHOGONAL_PROJECTION - tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0; -#else - tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); -#endif - float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - -#ifdef DOF_NEAR_FIRST_TAP - - tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - -#endif - - max_accum = max(max_accum, tap_amount * ofs_influence); - - color_accum += tap_color * tap_k; - } - - color_accum.a = max(color_accum.a, sqrt(max_accum)); - - gl_FragColor = color_accum; - -#endif - -#ifdef GLOW_FIRST_PASS - - float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b)); - float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); - - gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap)); - -#endif -} |