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-rw-r--r--drivers/gles2/shaders/SCsub4
-rw-r--r--drivers/gles2/shaders/canvas.glsl31
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl9
-rw-r--r--drivers/gles2/shaders/copy.glsl4
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl5
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl244
-rw-r--r--drivers/gles2/shaders/lens_distorted.glsl7
-rw-r--r--drivers/gles2/shaders/scene.glsl19
-rw-r--r--drivers/gles2/shaders/stdlib.glsl383
-rw-r--r--drivers/gles2/shaders/tonemap.glsl296
10 files changed, 699 insertions, 303 deletions
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index 085c43319c..d7ae0243e6 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -12,12 +12,12 @@ if 'GLES2_GLSL' in env['BUILDERS']:
env.GLES2_GLSL('cube_to_dp.glsl');
# env.GLES2_GLSL('blend_shape.glsl');
# env.GLES2_GLSL('screen_space_reflection.glsl');
-# env.GLES2_GLSL('effect_blur.glsl');
+ env.GLES2_GLSL('effect_blur.glsl');
# env.GLES2_GLSL('subsurf_scattering.glsl');
# env.GLES2_GLSL('ssao.glsl');
# env.GLES2_GLSL('ssao_minify.glsl');
# env.GLES2_GLSL('ssao_blur.glsl');
# env.GLES2_GLSL('exposure.glsl');
-# env.GLES2_GLSL('tonemap.glsl');
+ env.GLES2_GLSL('tonemap.glsl');
# env.GLES2_GLSL('particles.glsl');
env.GLES2_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 0818942b0a..08548ded17 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -258,6 +258,8 @@ precision mediump int;
#endif
#endif
+#include "stdlib.glsl"
+
uniform sampler2D color_texture; // texunit:-1
/* clang-format on */
uniform highp vec2 color_texpixel_size;
@@ -329,6 +331,7 @@ void light_compute(
inout vec4 light_color,
vec2 light_uv,
inout vec4 shadow_color,
+ inout vec2 shadow_vec,
vec3 normal,
vec2 uv,
#if defined(SCREEN_UV_USED)
@@ -405,6 +408,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTING
vec2 light_vec = transformed_light_uv;
+ vec2 shadow_vec = transformed_light_uv;
if (normal_used) {
normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
@@ -432,6 +436,7 @@ FRAGMENT_SHADER_CODE
real_light_color,
light_uv,
real_light_shadow_color,
+ shadow_vec,
normal,
uv,
#if defined(SCREEN_UV_USED)
@@ -450,11 +455,18 @@ FRAGMENT_SHADER_CODE
color *= light;
#ifdef USE_SHADOWS
- // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
- // makes sense to compute shadows from there.
- light_vec = light_uv_interp.zw;
- float angle_to_light = -atan(light_vec.x, light_vec.y);
+#ifdef SHADOW_VEC_USED
+ mat3 inverse_light_matrix = mat3(light_matrix);
+ inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
+ inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
+ inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
+ shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
+#else
+ shadow_vec = light_uv_interp.zw;
+#endif
+
+ float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
float PI = 3.14159265358979323846264;
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
float ang*/
@@ -465,18 +477,18 @@ FRAGMENT_SHADER_CODE
vec2 point;
float sh;
if (abs_angle < 45.0 * PI / 180.0) {
- point = light_vec;
+ point = shadow_vec;
sh = 0.0 + (1.0 / 8.0);
} else if (abs_angle > 135.0 * PI / 180.0) {
- point = -light_vec;
+ point = -shadow_vec;
sh = 0.5 + (1.0 / 8.0);
} else if (angle_to_light > 0.0) {
- point = vec2(light_vec.y, -light_vec.x);
+ point = vec2(shadow_vec.y, -shadow_vec.x);
sh = 0.25 + (1.0 / 8.0);
} else {
- point = vec2(-light_vec.y, light_vec.x);
+ point = vec2(-shadow_vec.y, shadow_vec.x);
sh = 0.75 + (1.0 / 8.0);
}
@@ -489,8 +501,7 @@ FRAGMENT_SHADER_CODE
highp float shadow_attenuation = 0.0;
#ifdef USE_RGBA_SHADOWS
-
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
#else
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index 01b2c59325..7a5ba4f571 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -34,9 +34,14 @@ void main() {
#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 highp vec4 position_interp;
/* clang-format on */
@@ -47,8 +52,8 @@ void main() {
#ifdef USE_RGBA_SHADOWS
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
gl_FragColor = comp;
#else
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 195db7c45f..aa967115da 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -144,11 +144,11 @@ void main() {
#elif defined(USE_ASYM_PANO)
// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
- // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
vec3 cube_normal;
- cube_normal.z = -1000000.0;
+ cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl
index cb4b3f6dec..769908c3b4 100644
--- a/drivers/gles2/shaders/cube_to_dp.glsl
+++ b/drivers/gles2/shaders/cube_to_dp.glsl
@@ -30,9 +30,14 @@ void main() {
#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 samplerCube source_cube; //texunit:0
/* clang-format on */
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index df79e89931..b28d78a6ca 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -1,11 +1,20 @@
/* 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;
#ifdef USE_BLUR_SECTION
@@ -16,7 +25,7 @@ uniform vec4 blur_section;
void main() {
uv_interp = uv_in;
- gl_Position = vertex_attrib;
+ gl_Position = vec4(vertex_attrib, 0.0, 1.0);
#ifdef USE_BLUR_SECTION
uv_interp = blur_section.xy + uv_interp * blur_section.zw;
@@ -27,29 +36,46 @@ void main() {
/* clang-format off */
[fragment]
-#if !defined(GLES_OVER_GL)
+// 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
-in vec2 uv_interp;
+varying vec2 uv_interp;
/* clang-format on */
uniform sampler2D source_color; //texunit:0
-#ifdef SSAO_MERGE
-uniform sampler2D source_ssao; //texunit:1
-#endif
-
uniform float lod;
uniform vec2 pixel_size;
-layout(location = 0) out vec4 frag_color;
-
-#ifdef SSAO_MERGE
-
-uniform vec4 ssao_color;
-
-#endif
-
#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
uniform float glow_strength;
@@ -58,6 +84,7 @@ uniform float glow_strength;
#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;
@@ -76,6 +103,7 @@ 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;
@@ -83,24 +111,11 @@ uniform float dof_end;
uniform vec2 dof_dir;
uniform float dof_radius;
-#ifdef DOF_NEAR_BLUR_MERGE
-
-uniform sampler2D source_dof_original; //texunit:2
-#endif
-
#endif
#ifdef GLOW_FIRST_PASS
-uniform float exposure;
-uniform float white;
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
-uniform highp sampler2D source_auto_exposure; //texunit:1
-uniform highp float auto_exposure_grey;
-
-#endif
+uniform highp float luminance_cap;
uniform float glow_bloom;
uniform float glow_hdr_threshold;
@@ -113,60 +128,95 @@ uniform float camera_z_near;
void main() {
-#ifdef GAUSSIAN_HORIZONTAL
+#ifdef GLOW_GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
- // sigma 2
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
- color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
- color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
- color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
- color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
- frag_color = color;
+ 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 GAUSSIAN_VERTICAL
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.38774;
- color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.24477;
- color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.06136;
- color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.24477;
- color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.06136;
- frag_color = color;
+#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
- //glow uses larger sigma for a more rounded blur effect
+#ifndef USE_GLES_OVER_GL
+#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
-#ifdef GLOW_GAUSSIAN_HORIZONTAL
- vec2 pix_size = pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
- color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
- color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
- color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
- color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
- color *= glow_strength;
- frag_color = color;
+#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 GLOW_GAUSSIAN_VERTICAL
- vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
- color += textureLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
- color += textureLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
- color += textureLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
- color += textureLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
- color *= glow_strength;
- frag_color = color;
+#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 = textureLod(dof_source_depth, uv_interp, 0.0).r;
+ 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;
@@ -184,17 +234,17 @@ void main() {
float tap_k = dof_kernel[i];
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ 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 = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
+ 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 = textureLod(source_color, tap_uv, 0.0) * tap_k;
+ vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
k_accum += tap_k * tap_amount;
color_accum += tap_color * tap_amount;
@@ -204,7 +254,7 @@ void main() {
color_accum /= k_accum;
}
- frag_color = color_accum; ///k_accum;
+ gl_FragColor = color_accum; ///k_accum;
#endif
@@ -212,19 +262,19 @@ void main() {
vec4 color_accum = vec4(0.0);
- float max_accum = 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 - float(abs(int_ofs)) / float(dof_kernel_from));
+ 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 = textureLod(source_color, tap_uv, 0.0);
+ vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ 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;
@@ -247,46 +297,16 @@ void main() {
color_accum.a = max(color_accum.a, sqrt(max_accum));
-#ifdef DOF_NEAR_BLUR_MERGE
-
- vec4 original = textureLod(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
-
-#endif
-
-#ifndef DOF_NEAR_FIRST_TAP
- //color_accum=vec4(vec3(color_accum.a),1.0);
-#endif
- frag_color = color_accum;
+ gl_FragColor = color_accum;
#endif
#ifdef GLOW_FIRST_PASS
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey;
-#endif
- frag_color *= exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ 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);
- frag_color *= feedback;
-
-#endif
-
-#ifdef SIMPLE_COPY
- vec4 color = textureLod(source_color, uv_interp, 0.0);
- frag_color = color;
-#endif
-
-#ifdef SSAO_MERGE
-
- vec4 color = textureLod(source_color, uv_interp, 0.0);
- float ssao = textureLod(source_ssao, uv_interp, 0.0).r;
-
- frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
+ gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
#endif
}
diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl
index 81898a75a5..f4ff80ba9a 100644
--- a/drivers/gles2/shaders/lens_distorted.glsl
+++ b/drivers/gles2/shaders/lens_distorted.glsl
@@ -34,8 +34,13 @@ void main() {
#define mediump
#define highp
#else
-precision mediump float;
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
#endif
uniform sampler2D source; //texunit:0
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b7f8ec3ce9..57c2d886b3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -10,7 +10,9 @@ precision highp float;
precision highp int;
#endif
+/* clang-format on */
#include "stdlib.glsl"
+/* clang-format off */
#define SHADER_IS_SRGB true
@@ -59,10 +61,6 @@ uniform ivec2 skeleton_texture_size;
#endif
-uniform highp mat4 skeleton_transform;
-uniform highp mat4 skeleton_transform_inverse;
-uniform bool skeleton_in_world_coords;
-
#endif
#ifdef USE_INSTANCING
@@ -408,12 +406,7 @@ void main() {
#endif
- if (skeleton_in_world_coords) {
- bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse);
- world_matrix = bone_transform * world_matrix;
- } else {
- world_matrix = world_matrix * bone_transform;
- }
+ world_matrix = world_matrix * bone_transform;
#endif
@@ -1365,7 +1358,7 @@ LIGHT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
#else
@@ -2207,8 +2200,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
gl_FragColor = comp;
#endif
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
index 3674d70c9f..9c74418743 100644
--- a/drivers/gles2/shaders/stdlib.glsl
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -36,12 +36,385 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
+#if defined(SINH_USED)
+
+highp float sinh(highp float x) {
+ return 0.5 * (exp(x) - exp(-x));
+}
+
+highp vec2 sinh(highp vec2 x) {
+ return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
+}
+
+highp vec3 sinh(highp vec3 x) {
+ return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
+}
+
+highp vec4 sinh(highp vec4 x) {
+ return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
+}
+
+#endif
+
+#if defined(COSH_USED)
+
+highp float cosh(highp float x) {
+ return 0.5 * (exp(x) + exp(-x));
+}
+
+highp vec2 cosh(highp vec2 x) {
+ return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
+}
+
+highp vec3 cosh(highp vec3 x) {
+ return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
+}
+
+highp vec4 cosh(highp vec4 x) {
+ return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
+}
+
+#endif
+
+#if defined(TANH_USED)
+
+highp float tanh(highp float x) {
+ highp float exp2x = exp(2.0 * x);
+ return (exp2x - 1.0) / (exp2x + 1.0);
+}
+
+highp vec2 tanh(highp vec2 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
+}
+
+highp vec3 tanh(highp vec3 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ highp float exp2z = exp(2.0 * x.z);
+ return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
+}
+
+highp vec4 tanh(highp vec4 x) {
+ highp float exp2x = exp(2.0 * x.x);
+ highp float exp2y = exp(2.0 * x.y);
+ highp float exp2z = exp(2.0 * x.z);
+ highp float exp2w = exp(2.0 * x.w);
+ return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
+}
+
+#endif
+
+#if defined(ASINH_USED)
+
+highp float asinh(highp float x) {
+ return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
+}
+
+highp vec2 asinh(highp vec2 x) {
+ return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
+}
+
+highp vec3 asinh(highp vec3 x) {
+ return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
+}
+
+highp vec4 asinh(highp vec4 x) {
+ return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
+}
+
+#endif
+
+#if defined(ACOSH_USED)
+
+highp float acosh(highp float x) {
+ return log(x + sqrt(x * x - 1.0));
+}
+
+highp vec2 acosh(highp vec2 x) {
+ return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
+}
+
+highp vec3 acosh(highp vec3 x) {
+ return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
+}
+
+highp vec4 acosh(highp vec4 x) {
+ return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
+}
+
+#endif
+
+#if defined(ATANH_USED)
+
+highp float atanh(highp float x) {
+ return 0.5 * log((1.0 + x) / (1.0 - x));
+}
+
+highp vec2 atanh(highp vec2 x) {
+ return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
+}
+
+highp vec3 atanh(highp vec3 x) {
+ return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
+}
+
+highp vec4 atanh(highp vec4 x) {
+ return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
+}
+
+#endif
+
+#if defined(ROUND_USED)
+
+highp float round(highp float x) {
+ return floor(x + 0.5);
+}
+
+highp vec2 round(highp vec2 x) {
+ return floor(x + vec2(0.5));
+}
+
+highp vec3 round(highp vec3 x) {
+ return floor(x + vec3(0.5));
+}
+
+highp vec4 round(highp vec4 x) {
+ return floor(x + vec4(0.5));
+}
+
+#endif
+
+#if defined(ROUND_EVEN_USED)
+
+highp float roundEven(highp float x) {
+ highp float t = x + 0.5;
+ highp float f = floor(t);
+ highp float r;
+ if (t == f) {
+ if (x > 0)
+ r = f - mod(f, 2);
+ else
+ r = f + mod(f, 2);
+ } else
+ r = f;
+ return r;
+}
+
+highp vec2 roundEven(highp vec2 x) {
+ return vec2(roundEven(x.x), roundEven(x.y));
+}
+
+highp vec3 roundEven(highp vec3 x) {
+ return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
+}
+
+highp vec4 roundEven(highp vec4 x) {
+ return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
+}
+
+#endif
+
+#if defined(IS_INF_USED)
+
+bool isinf(highp float x) {
+ return (2 * x == x) && (x != 0);
+}
+
+bvec2 isinf(highp vec2 x) {
+ return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
+}
+
+bvec3 isinf(highp vec3 x) {
+ return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
+}
+
+bvec4 isinf(highp vec4 x) {
+ return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
+}
+
+#endif
+
+#if defined(IS_NAN_USED)
+
+bool isnan(highp float x) {
+ return x != x;
+}
+
+bvec2 isnan(highp vec2 x) {
+ return bvec2(x.x != x.x, x.y != x.y);
+}
+
+bvec3 isnan(highp vec3 x) {
+ return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
+}
+
+bvec4 isnan(highp vec4 x) {
+ return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
+}
+
+#endif
+
+#if defined(TRUNC_USED)
+
+highp float trunc(highp float x) {
+ return x < 0 ? -floor(-x) : floor(x);
+}
+
+highp vec2 trunc(highp vec2 x) {
+ return vec2(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y));
+}
+
+highp vec3 trunc(highp vec3 x) {
+ return vec3(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z));
+}
+
+highp vec4 trunc(highp vec4 x) {
+ return vec4(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z), x.w < 0 ? -floor(-x.w) : floor(x.w));
+}
+
+#endif
+
+#if defined(DETERMINANT_USED)
+
+highp float determinant(highp mat2 m) {
+ return m[0].x * m[1].y - m[1].x * m[0].y;
+}
+
+highp float determinant(highp mat3 m) {
+ return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
+}
+
+highp float determinant(highp mat4 m) {
+ highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
+ highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
+ highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
+ highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
+ highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
+ highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
+ return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
+}
+
+#endif
+
+#if defined(INVERSE_USED)
+
+highp mat2 inverse(highp mat2 m) {
+ highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
+ return mat2(
+ vec2(m[1].y * d, -m[0].y * d),
+ vec2(-m[1].x * d, m[0].x * d));
+}
+
+highp mat3 inverse(highp mat3 m) {
+ highp float d = 1.0 / (m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z));
+ return mat3(
+ vec3((m[1].y * m[2].z - m[2].y * m[1].z), -(m[1].x * m[2].z - m[2].x * m[1].z), (m[1].x * m[2].y - m[2].x * m[1].y)) * d,
+ vec3(-(m[0].y * m[2].z - m[2].y * m[0].z), (m[0].x * m[2].z - m[2].x * m[0].z), -(m[0].x * m[2].y - m[2].x * m[0].y)) * d,
+ vec3((m[0].y * m[1].z - m[1].y * m[0].z), -(m[0].x * m[1].z - m[1].x * m[0].z), (m[0].x * m[1].y - m[1].x * m[0].y)) * d);
+}
+
+highp mat4 inverse(highp mat4 m) {
+ highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
+ highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
+
+ highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
+ highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
+ highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
+
+ highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
+ highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
+ highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
+
+ highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
+ highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
+ highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
+
+ highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
+ highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
+ highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
+
+ highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
+ highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
+ highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
+
+ vec4 f0 = vec4(c00, c00, c02, c03);
+ vec4 f1 = vec4(c04, c04, c06, c07);
+ vec4 f2 = vec4(c08, c08, c10, c11);
+ vec4 f3 = vec4(c12, c12, c14, c15);
+ vec4 f4 = vec4(c16, c16, c18, c19);
+ vec4 f5 = vec4(c20, c20, c22, c23);
+
+ vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
+ vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
+ vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
+ vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
+
+ vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
+ vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
+ vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
+ vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
+
+ vec4 sa = vec4(+1, -1, +1, -1);
+ vec4 sb = vec4(-1, +1, -1, +1);
+
+ mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
+
+ vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
+ vec4 d0 = vec4(m[0] * r0);
+
+ highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
+ highp float d = 1.0 / d1;
+
+ return inv * d;
+}
+
+#endif
+
#ifndef USE_GLES_OVER_GL
-highp mat4 transpose(highp mat4 src) {
+
+#if defined(TRANSPOSE_USED)
+
+highp mat2 transpose(highp mat2 m) {
+ return mat2(
+ vec2(m[0].x, m[1].x),
+ vec2(m[0].y, m[1].y));
+}
+
+highp mat3 transpose(highp mat3 m) {
+ return mat3(
+ vec3(m[0].x, m[1].x, m[2].x),
+ vec3(m[0].y, m[1].y, m[2].y),
+ vec3(m[0].z, m[1].z, m[2].z));
+}
+
+#endif
+
+highp mat4 transpose(highp mat4 m) {
return mat4(
- vec4(src[0].x, src[1].x, src[2].x, src[3].x),
- vec4(src[0].y, src[1].y, src[2].y, src[3].y),
- vec4(src[0].z, src[1].z, src[2].z, src[3].z),
- vec4(src[0].w, src[1].w, src[2].w, src[3].w));
+ vec4(m[0].x, m[1].x, m[2].x, m[3].x),
+ vec4(m[0].y, m[1].y, m[2].y, m[3].y),
+ vec4(m[0].z, m[1].z, m[2].z, m[3].z),
+ vec4(m[0].w, m[1].w, m[2].w, m[3].w));
}
+
+#if defined(OUTER_PRODUCT_USED)
+
+highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
+ return mat2(c * r.x, c * r.y);
+}
+
+highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
+ return mat3(c * r.x, c * r.y, c * r.z);
+}
+
+highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
+ return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
+}
+
+#endif
+
#endif
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);
}