From ce97ddbcb125228cc88fbfdcae932e110ee7daee Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 27 Sep 2021 01:07:10 +0200 Subject: Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3 - Use lowercase driver names for the `--rendering-driver` command line argument. --- drivers/opengl/shaders/tonemap.glsl | 343 ++++++++++++++++++++++++++++++++++++ 1 file changed, 343 insertions(+) create mode 100644 drivers/opengl/shaders/tonemap.glsl (limited to 'drivers/opengl/shaders/tonemap.glsl') diff --git a/drivers/opengl/shaders/tonemap.glsl b/drivers/opengl/shaders/tonemap.glsl new file mode 100644 index 0000000000..0117bdb3d3 --- /dev/null +++ b/drivers/opengl/shaders/tonemap.glsl @@ -0,0 +1,343 @@ +/* clang-format off */ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +precision highp float; +precision highp int; +#endif + +attribute vec2 vertex_attrib; // attrib:0 +/* clang-format on */ +attribute vec2 uv_in; // attrib:4 + +varying vec2 uv_interp; + +void main() { + gl_Position = vec4(vertex_attrib, 0.0, 1.0); + + uv_interp = uv_in; +} + +/* clang-format off */ +[fragment] + +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. +#ifndef USE_GLES_OVER_GL +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif +#endif // !USE_GLES_OVER_GL + +#ifdef GL_ARB_shader_texture_lod +#extension GL_ARB_shader_texture_lod : enable +#endif + +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) +#define texture2DLod(img, coord, lod) texture2D(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) +#endif + +// Allows the use of bitshift operators for bicubic upscale +#ifdef GL_EXT_gpu_shader4 +#extension GL_EXT_gpu_shader4 : enable +#endif + +#ifdef USE_GLES_OVER_GL +#define lowp +#define mediump +#define highp +#else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else +precision mediump float; +precision mediump int; +#endif +#endif + +#include "stdlib.glsl" + +varying vec2 uv_interp; +/* clang-format on */ + +uniform highp sampler2D source; //texunit:0 + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) +#define USING_GLOW // only use glow when at least one glow level is selected + +#ifdef USE_MULTI_TEXTURE_GLOW +uniform highp sampler2D source_glow1; //texunit:2 +uniform highp sampler2D source_glow2; //texunit:3 +uniform highp sampler2D source_glow3; //texunit:4 +uniform highp sampler2D source_glow4; //texunit:5 +uniform highp sampler2D source_glow5; //texunit:6 +uniform highp sampler2D source_glow6; //texunit:7 +#ifdef USE_GLOW_LEVEL7 +uniform highp sampler2D source_glow7; //texunit:8 +#endif +#else +uniform highp sampler2D source_glow; //texunit:2 +#endif +uniform highp float glow_intensity; +#endif + +#ifdef USE_BCS +uniform vec3 bcs; +#endif + +#ifdef USE_FXAA +uniform vec2 pixel_size; +#endif + +#ifdef USE_COLOR_CORRECTION +uniform sampler2D color_correction; //texunit:1 +#endif + +#ifdef GL_EXT_gpu_shader4 +#ifdef USE_GLOW_FILTER_BICUBIC +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) { + return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) { + return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); +} + +float w2(float a) { + return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) { + return (1.0 / 6.0) * (a * a * a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) { + return w0(a) + w1(a); +} + +float g1(float a) { + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) { + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) { + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { + float lod = float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 texel_size = vec2(1.0) / tex_size; + + uv = uv * tex_size + vec2(0.5); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; + + return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) + + (g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod))); +} + +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) +#else //!USE_GLOW_FILTER_BICUBIC +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) +#endif //USE_GLOW_FILTER_BICUBIC + +#else //!GL_EXT_gpu_shader4 +#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) +#endif //GL_EXT_gpu_shader4 + +vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode +#ifdef USE_GLOW_REPLACE + color = glow; +#endif + +#ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); +#endif + +#ifdef USE_GLOW_SOFTLIGHT + glow = glow * vec3(0.5) + vec3(0.5); + + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); +#endif + +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; +#endif + + return color; +} + +vec3 apply_bcs(vec3 color, vec3 bcs) { + color = mix(vec3(0.0), color, bcs.x); + color = mix(vec3(0.5), color, bcs.y); + color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); + + return color; +} + +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { + color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r; + color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g; + color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b; + + return color; +} + +vec3 apply_fxaa(vec3 color, vec2 uv_interp, vec2 pixel_size) { + const float FXAA_REDUCE_MIN = (1.0 / 128.0); + const float FXAA_REDUCE_MUL = (1.0 / 8.0); + const float FXAA_SPAN_MAX = 8.0; + + vec3 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0).xyz; + vec3 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0).xyz; + vec3 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0).xyz; + vec3 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0).xyz; + vec3 rgbM = color; + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * + (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) * + pixel_size; + + vec3 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0).xyz + + texture2DLod(source, uv_interp + dir * 0.5, 0.0).xyz); + + float lumaB = dot(rgbB, luma); + if ((lumaB < lumaMin) || (lumaB > lumaMax)) { + return rgbA; + } else { + return rgbB; + } +} + +void main() { + vec3 color = texture2DLod(source, uv_interp, 0.0).rgb; + +#ifdef USE_FXAA + color = apply_fxaa(color, uv_interp, pixel_size); +#endif + + // Glow + +#ifdef USING_GLOW + vec3 glow = vec3(0.0); +#ifdef USE_MULTI_TEXTURE_GLOW +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb; +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb; +#endif +#endif +#endif +#endif +#endif +#endif +#endif + +#else + +#ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; +#endif + +#ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; +#endif + +#ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; +#endif + +#ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; +#endif + +#ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; +#endif + +#ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; +#endif + +#ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; +#endif +#endif //USE_MULTI_TEXTURE_GLOW + + glow *= glow_intensity; + color = apply_glow(color, glow); +#endif + + // Additional effects + +#ifdef USE_BCS + color = apply_bcs(color, bcs); +#endif + +#ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); +#endif + + gl_FragColor = vec4(color, 1.0); +} -- cgit v1.2.3