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path: root/drivers/gles3/shaders/copy.glsl
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[vertex]


layout(location=0) in highp vec4 vertex_attrib;
#ifdef USE_CUBEMAP
layout(location=4) in vec3 cube_in;
#else
layout(location=4) in vec2 uv_in;
#endif
layout(location=5) in vec2 uv2_in;

#ifdef USE_CUBEMAP
out vec3 cube_interp;
#else
out vec2 uv_interp;
#endif

out vec2 uv2_interp;

void main() {

#ifdef USE_CUBEMAP
	cube_interp = cube_in;
#else
	uv_interp = uv_in;
#endif
	uv2_interp = uv2_in;
	gl_Position = vertex_attrib;
}

[fragment]


#ifdef USE_CUBEMAP
in vec3 cube_interp;
uniform samplerCube source_cube; //texunit:0
#else
in vec2 uv_interp;
uniform sampler2D source; //texunit:0
#endif


float sRGB_gamma_correct(float c){
    float a = 0.055;
    if(c < 0.0031308)
	return 12.92*c;
    else
	return (1.0+a)*pow(c, 1.0/2.4) - a;
}


uniform float stuff;
uniform vec2 pixel_size;

in vec2 uv2_interp;

layout(location = 0) out vec4 frag_color;

void main() {

	//vec4 color = color_interp;

#ifdef USE_CUBEMAP
	vec4 color = texture( source_cube,  normalize(cube_interp) );

#else
	vec4 color = texture( source,  uv_interp );
#endif

#ifdef LINEAR_TO_SRGB
	//regular Linear -> SRGB conversion
	vec3 a = vec3(0.055);
	color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif

#ifdef DEBUG_GRADIENT
	color.rg=uv_interp;
	color.b=0.0;
#endif

#ifdef DISABLE_ALPHA
	color.a=1.0;
#endif


#ifdef GAUSSIAN_HORIZONTAL
	color*=0.38774;
	color+=texture( source,  uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477;
	color+=texture( source,  uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136;
	color+=texture( source,  uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477;
	color+=texture( source,  uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136;
#endif

#ifdef GAUSSIAN_VERTICAL
	color*=0.38774;
	color+=texture( source,  uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477;
	color+=texture( source,  uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136;
	color+=texture( source,  uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477;
	color+=texture( source,  uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136;
#endif


	frag_color = color;
}