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-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl294
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
+}