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path: root/drivers/gles3/shaders/copy.glsl
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Diffstat (limited to 'drivers/gles3/shaders/copy.glsl')
-rw-r--r--drivers/gles3/shaders/copy.glsl105
1 files changed, 105 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
new file mode 100644
index 0000000000..a87d62f2d7
--- /dev/null
+++ b/drivers/gles3/shaders/copy.glsl
@@ -0,0 +1,105 @@
+[vertex]
+
+
+layout(location=0) in highp vec4 vertex_attrib;
+#ifdef USE_CUBEMAP
+layout(location=4) in vec3 cube_in;
+#else
+layout(location=4) in vec2 uv_in;
+#endif
+layout(location=5) in vec2 uv2_in;
+
+#ifdef USE_CUBEMAP
+out vec3 cube_interp;
+#else
+out vec2 uv_interp;
+#endif
+
+out vec2 uv2_interp;
+
+void main() {
+
+#ifdef USE_CUBEMAP
+ cube_interp = cube_in;
+#else
+ uv_interp = uv_in;
+#endif
+ uv2_interp = uv2_in;
+ gl_Position = vertex_attrib;
+}
+
+[fragment]
+
+
+#ifdef USE_CUBEMAP
+in vec3 cube_interp;
+uniform samplerCube source_cube; //texunit:0
+#else
+in vec2 uv_interp;
+uniform sampler2D source; //texunit:0
+#endif
+
+
+float sRGB_gamma_correct(float c){
+ float a = 0.055;
+ if(c < 0.0031308)
+ return 12.92*c;
+ else
+ return (1.0+a)*pow(c, 1.0/2.4) - a;
+}
+
+
+uniform float stuff;
+uniform vec2 pixel_size;
+
+in vec2 uv2_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ //vec4 color = color_interp;
+
+#ifdef USE_CUBEMAP
+ vec4 color = texture( source_cube, normalize(cube_interp) );
+
+#else
+ vec4 color = texture( source, uv_interp );
+#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)));
+#endif
+
+#ifdef DEBUG_GRADIENT
+ color.rg=uv_interp;
+ color.b=0.0;
+#endif
+
+#ifdef DISABLE_ALPHA
+ 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;
+#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;
+#endif
+
+
+ frag_color = color;
+}
+