diff options
Diffstat (limited to 'drivers/gles2/shaders/tonemap.glsl')
-rw-r--r-- | drivers/gles2/shaders/tonemap.glsl | 289 |
1 files changed, 0 insertions, 289 deletions
diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl deleted file mode 100644 index 585d821626..0000000000 --- a/drivers/gles2/shaders/tonemap.glsl +++ /dev/null @@ -1,289 +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; - -void main() { - gl_Position = vec4(vertex_attrib, 0.0, 1.0); - - uv_interp = uv_in; -} - -/* 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 - -// Allows the use of bitshift operators for bicubic upscale -#ifdef GL_EXT_gpu_shader4 -#extension GL_EXT_gpu_shader4 : enable -#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 - -#include "stdlib.glsl" - -varying vec2 uv_interp; -/* clang-format on */ - -uniform highp sampler2D source; //texunit:0 - -#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:2 -#endif - -#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); -} - -float w1(float a) { - return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); -} - -float w2(float a) { - return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); -} - -float w3(float a) { - return (1.0 / 6.0) * (a * a * a); -} - -// g0 and g1 are the two amplitude functions -float g0(float a) { - return w0(a) + w1(a); -} - -float g1(float a) { - return w2(a) + w3(a); -} - -// h0 and h1 are the two offset functions -float h0(float a) { - return -1.0 + w1(a) / (w0(a) + w1(a)); -} - -float h1(float a) { - return 1.0 + w3(a) / (w2(a) + w3(a)); -} - -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 = vec2(1.0) / tex_size; - - uv = uv * tex_size + vec2(0.5); - - vec2 iuv = floor(uv); - vec2 fuv = fract(uv); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - 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 * 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 //!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 - -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 - -#ifdef USE_GLOW_SOFTLIGHT - glow = glow * vec3(0.5) + vec3(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) && !defined(USE_GLOW_REPLACE) // no other selected -> additive - color += glow; -#endif - - return color; -} - -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 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; -} - -void main() { - vec3 color = texture2DLod(source, uv_interp, 0.0).rgb; - - // Glow - -#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 -#endif - -#else - -#ifdef USE_GLOW_LEVEL1 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; -#endif - -#ifdef USE_GLOW_LEVEL2 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; -#endif - -#ifdef USE_GLOW_LEVEL3 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; -#endif - -#ifdef USE_GLOW_LEVEL4 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; -#endif - -#ifdef USE_GLOW_LEVEL5 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; -#endif - -#ifdef USE_GLOW_LEVEL6 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; -#endif - -#ifdef USE_GLOW_LEVEL7 - glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; -#endif -#endif //USE_MULTI_TEXTURE_GLOW - - glow *= glow_intensity; - color = apply_glow(color, glow); -#endif - - // Additional effects - -#ifdef USE_BCS - color = apply_bcs(color, bcs); -#endif - -#ifdef USE_COLOR_CORRECTION - color = apply_color_correction(color, color_correction); -#endif - - gl_FragColor = vec4(color, 1.0); -} |