diff options
Diffstat (limited to 'drivers/gles3/shaders/copy.glsl')
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 92 |
1 files changed, 39 insertions, 53 deletions
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 1b7c626d3c..e17b71df27 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -1,13 +1,12 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; +layout(location = 0) in highp vec4 vertex_attrib; #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) -layout(location=4) in vec3 cube_in; +layout(location = 4) in vec3 cube_in; #else -layout(location=4) in vec2 uv_in; +layout(location = 4) in vec2 uv_in; #endif -layout(location=5) in vec2 uv2_in; +layout(location = 5) in vec2 uv2_in; #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) out vec3 cube_interp; @@ -32,7 +31,7 @@ void main() { #else uv_interp = uv_in; #ifdef V_FLIP - uv_interp.y = 1.0-uv_interp.y; + uv_interp.y = 1.0 - uv_interp.y; #endif #endif @@ -44,7 +43,6 @@ void main() { uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; #endif - } [fragment] @@ -72,38 +70,33 @@ uniform samplerCube source_cube; //texunit:0 uniform sampler2D source; //texunit:0 #endif - #ifdef USE_MULTIPLIER uniform float multiplier; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) -vec4 texturePanorama(vec3 normal,sampler2D pano ) { +vec4 texturePanorama(vec3 normal, sampler2D pano) { vec2 st = vec2( - atan(normal.x, normal.z), - acos(normal.y) - ); - - if(st.x < 0.0) - st.x += M_PI*2.0; + atan(normal.x, normal.z), + acos(normal.y)); - st/=vec2(M_PI*2.0,M_PI); + if (st.x < 0.0) + st.x += M_PI * 2.0; - return textureLod(pano,st,0.0); + st /= vec2(M_PI * 2.0, M_PI); + return textureLod(pano, st, 0.0); } #endif - uniform float stuff; uniform vec2 pixel_size; in vec2 uv2_interp; - #ifdef USE_BCS uniform vec3 bcs; @@ -118,20 +111,17 @@ uniform sampler2D color_correction; //texunit:1 layout(location = 0) out vec4 frag_color; - - - void main() { //vec4 color = color_interp; #ifdef USE_PANORAMA - vec4 color = texturePanorama( normalize(cube_interp), source ); + vec4 color = texturePanorama(normalize(cube_interp), source); #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. + // 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. // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. @@ -142,72 +132,68 @@ void main() { cube_normal = mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; - vec4 color = texturePanorama( normalize(cube_normal.xyz), source ); + vec4 color = texturePanorama(normalize(cube_normal.xyz), source); #elif defined(USE_CUBEMAP) - vec4 color = texture( source_cube, normalize(cube_interp) ); + vec4 color = texture(source_cube, normalize(cube_interp)); #else - vec4 color = textureLod( source, uv_interp,0.0 ); + vec4 color = textureLod(source, uv_interp, 0.0); #endif - - #ifdef LINEAR_TO_SRGB //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))); + 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))); #endif #ifdef SRGB_TO_LINEAR - color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045))); + color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045))); #endif #ifdef DEBUG_GRADIENT - color.rg=uv_interp; - color.b=0.0; + color.rg = uv_interp; + color.b = 0.0; #endif #ifdef DISABLE_ALPHA - color.a=1.0; + color.a = 1.0; #endif - #ifdef GAUSSIAN_HORIZONTAL - color*=0.38774; - color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136; - color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136; + color *= 0.38774; + color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136; + color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136; #endif #ifdef GAUSSIAN_VERTICAL - color*=0.38774; - color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136; - color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477; - color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; + color *= 0.38774; + color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136; + color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477; + color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136; #endif #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.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 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.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; #endif #ifdef USE_MULTIPLIER - color.rgb*=multiplier; + color.rgb *= multiplier; #endif frag_color = color; } - |