diff options
Diffstat (limited to 'drivers/gles3/shaders/effect_blur.glsl')
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 293 |
1 files changed, 0 insertions, 293 deletions
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl deleted file mode 100644 index ff5a9f326f..0000000000 --- a/drivers/gles3/shaders/effect_blur.glsl +++ /dev/null @@ -1,293 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -out vec2 uv_interp; - -#ifdef USE_BLUR_SECTION - -uniform vec4 blur_section; - -#endif - -void main() { - - uv_interp = uv_in; - gl_Position = vertex_attrib; -#ifdef USE_BLUR_SECTION - - uv_interp = blur_section.xy + uv_interp * blur_section.zw; - gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; -#endif -} - -/* clang-format off */ -[fragment] - -#if !defined(GLES_OVER_GL) -precision mediump float; -#endif -/* clang-format on */ - -in vec2 uv_interp; -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; - -#endif - -#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR) - -#ifdef DOF_QUALITY_LOW -const int dof_kernel_size = 5; -const int dof_kernel_from = 2; -const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); -#endif - -#ifdef DOF_QUALITY_MEDIUM -const int dof_kernel_size = 11; -const int dof_kernel_from = 5; -const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); - -#endif - -#ifdef DOF_QUALITY_HIGH -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 - -uniform sampler2D dof_source_depth; //texunit:1 -uniform float dof_begin; -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; -uniform highp float luminance_cap; - -#ifdef GLOW_USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - -#endif - -uniform float glow_bloom; -uniform float glow_hdr_threshold; -uniform float glow_hdr_scale; - -#endif - -uniform float camera_z_far; -uniform float camera_z_near; - -void main() { - -#ifdef 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; -#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; -#endif - - //glow uses larger sigma for a more rounded blur effect - -#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; -#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; -#endif - -#ifdef DOF_FAR_BLUR - - vec4 color_accum = vec4(0.0); - - float depth = textureLod(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; -#else - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); -#endif - - float amount = smoothstep(dof_begin, dof_end, depth); - float k_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) * amount * dof_radius; - - float tap_k = dof_kernel[i]; - - float tap_depth = texture(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); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - - vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k; - - k_accum += tap_k * tap_amount; - color_accum += tap_color * tap_amount; - } - - if (k_accum > 0.0) { - color_accum /= k_accum; - } - - frag_color = color_accum; ///k_accum; - -#endif - -#ifdef DOF_NEAR_BLUR - - vec4 color_accum = vec4(0.0); - - 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 tap_k = dof_kernel[i]; - - vec4 tap_color = textureLod(source_color, tap_uv, 0.0); - - float tap_depth = texture(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 = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - -#ifdef DOF_NEAR_FIRST_TAP - - tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth); - -#endif - - max_accum = max(max_accum, tap_amount * ofs_influence); - - color_accum += tap_color * tap_k; - } - - 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; - -#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 feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); - - frag_color = min(frag_color * feedback, vec4(luminance_cap)); - -#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); - -#endif -} |