summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/tonemap.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2/shaders/tonemap.glsl')
-rw-r--r--drivers/gles2/shaders/tonemap.glsl289
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);
-}