[vertex] layout(location=0) in highp vec4 vertex_attrib; 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 } [fragment] #if !defined(GLES_OVER_GL) precision mediump float; #endif 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; #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 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 )*0.157305; 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 )*0.157305; 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; 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 *= feedback; #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 }