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-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl35
1 files changed, 35 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 86b4da6b08..23f83b3b9c 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -4,6 +4,12 @@
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#endif
+#endif
+
layout(location = 0) out vec2 uv_interp;
void main() {
@@ -18,9 +24,22 @@ void main() {
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
layout(location = 0) in vec2 uv_interp;
+#ifdef MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
+#endif
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
#ifdef USE_1D_LUT
@@ -277,10 +296,17 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
+#ifdef MULTIVIEW
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+#else
vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
@@ -305,8 +331,13 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir * rcpDirMin)) *
params.pixel_size;
+#ifdef MULTIVIEW
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
+#else
vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz);
+#endif
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
@@ -329,7 +360,11 @@ vec3 screen_space_dither(vec2 frag_coord) {
}
void main() {
+#ifdef MULTIVIEW
+ vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
+#else
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
+#endif
// Exposure