diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/blur.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/blur.glsl | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl new file mode 100644 index 0000000000..87c20ebaef --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/blur.glsl @@ -0,0 +1,294 @@ +/* clang-format off */ +[vertex] + +#version 450 + +VERSION_DEFINES + +#include "blur_inc.glsl" + +layout(location = 0) out vec2 uv_interp; +/* clang-format on */ + +void main() { + + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + uv_interp = base_arr[gl_VertexIndex]; + + if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) { + uv_interp = blur.section.xy + uv_interp * blur.section.zw; + } + + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); + + if (bool(blur.flags & FLAG_FLIP_Y)) { + uv_interp.y = 1.0 - uv_interp.y; + } +} + +/* clang-format off */ +[fragment] + +#version 450 + +VERSION_DEFINES + +#include "blur_inc.glsl" + +layout(location = 0) in vec2 uv_interp; +/* clang-format on */ + +layout(set = 0, binding = 0) uniform sampler2D source_color; + +#ifdef MODE_SSAO_MERGE +layout(set = 1, binding = 0) uniform sampler2D source_ssao; +#endif + +#ifdef GLOW_USE_AUTO_EXPOSURE +layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; +#endif + +layout(location = 0) out vec4 frag_color; + +//DOF +#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR) + +layout(set = 1, binding = 0) uniform sampler2D dof_source_depth; + +#ifdef DOF_NEAR_BLUR_MERGE +layout(set = 2, binding = 0) uniform sampler2D source_dof_original; +#endif + +#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 + +#endif + +void main() { + +#ifdef MODE_MIPMAP + + vec2 pix_size = blur.pixel_size; + vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size); + color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size); + color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size); + color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size); + frag_color = color / 4.0; + +#endif + +#ifdef MODE_GAUSSIAN_BLUR + + //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect + + if (bool(blur.flags & FLAG_HORIZONTAL)) { + + vec2 pix_size = blur.pixel_size; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607; + color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879; + color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514; + color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303; + color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879; + color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514; + color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303; + frag_color = color; + } else { + + vec2 pix_size = blur.pixel_size; + vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774; + color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477; + color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136; + color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477; + color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136; + frag_color = color; + } +#endif + +#ifdef MODE_GAUSSIAN_GLOW + + //Glow uses larger sigma 1 for a more rounded blur effect + +#define GLOW_ADD(m_ofs, m_mult) \ + { \ + vec2 ofs = uv_interp + m_ofs * pix_size; \ + vec4 c = texture(source_color, ofs) * m_mult; \ + if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \ + c *= 0.0; \ + } \ + color += c; \ + } + + if (bool(blur.flags & FLAG_HORIZONTAL)) { + + vec2 pix_size = blur.pixel_size; + pix_size *= 0.5; //reading from larger buffer, so use more samples + vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938; + GLOW_ADD(vec2(1.0, 0.0), 0.165569); + GLOW_ADD(vec2(2.0, 0.0), 0.140367); + GLOW_ADD(vec2(3.0, 0.0), 0.106595); + GLOW_ADD(vec2(-1.0, 0.0), 0.165569); + GLOW_ADD(vec2(-2.0, 0.0), 0.140367); + GLOW_ADD(vec2(-3.0, 0.0), 0.106595); + color *= blur.glow_strength; + frag_color = color; + } else { + + vec2 pix_size = blur.pixel_size; + vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713; + GLOW_ADD(vec2(0.0, 1.0), 0.233062); + GLOW_ADD(vec2(0.0, 2.0), 0.122581); + GLOW_ADD(vec2(0.0, -1.0), 0.233062); + GLOW_ADD(vec2(0.0, -2.0), 0.122581); + color *= blur.glow_strength; + frag_color = color; + } + +#undef GLOW_ADD + + if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) { +#ifdef GLOW_USE_AUTO_EXPOSURE + + frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; +#endif + frag_color *= blur.glow_exposure; + + float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); + float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom); + + frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)); + } + +#endif + +#ifdef MODE_DOF_FAR_BLUR + + vec4 color_accum = vec4(0.0); + + float depth = texture(dof_source_depth, uv_interp, 0.0).r; + depth = depth * 2.0 - 1.0; + + if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { + depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; + } else { + depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near)); + } + + float amount = smoothstep(blur.dof_begin, blur.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 + blur.dof_dir * float(int_ofs) * amount * blur.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; + + if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { + + tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; + } else { + tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); + } + + float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + + vec4 tap_color = texture(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 MODE_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 + blur.dof_dir * float(int_ofs) * blur.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 = texture(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; + if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { + + tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; + } else { + tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); + } + float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth); + tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect + + if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) { + tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth); + } + + 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 = texture(source_dof_original, uv_interp, 0.0); + color_accum = mix(original, color_accum, color_accum.a); + } +#endif + + if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) { + frag_color = color_accum; + } +#endif + +#ifdef MODE_SIMPLE_COPY + vec4 color = texture(source_color, uv_interp, 0.0); + if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) { + color.rgb = vec3(max(max(color.r, color.g), color.b)); + } + frag_color = color; +#endif + +#ifdef MODE_SSAO_MERGE + vec4 color = texture(source_color, uv_interp, 0.0); + float ssao = texture(source_ssao, uv_interp, 0.0).r; + frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); + +#endif +} |