godot/drivers/gles3/shaders/effect_blur.glsl

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[vertex]
layout(location=0) in highp vec4 vertex_attrib;
layout(location=4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
[fragment]
in vec2 uv_interp;
uniform sampler2D source_color; //texunit:0
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#ifdef SSAO_MERGE
uniform sampler2D source_ssao; //texunit:1
#endif
uniform float lod;
uniform vec2 pixel_size;
layout(location = 0) out vec4 frag_color;
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#ifdef SSAO_MERGE
uniform vec4 ssao_color;
#endif
#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
uniform float glow_strength;
#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_treshold;
uniform float glow_hdr_scale;
#endif
void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774;
color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.06136;
color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.06136;
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
#ifdef GLOW_GAUSSIAN_HORIZONTAL
vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.174938;
color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pixel_size,lod )*0.106595;
color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pixel_size,lod )*0.165569;
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 )*0.174938;
color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(0.0, 3.0)*pixel_size,lod )*0.106595;
color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(0.0,-3.0)*pixel_size,lod )*0.165569;
color*=glow_strength;
frag_color = color;
#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_treshold,glow_hdr_treshold+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
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#ifdef SSAO_MERGE
vec4 color =textureLod( source_color, uv_interp,0.0);
float ssao =textureLod( source_ssao, uv_interp,0.0).r;
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frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 );
#endif
}