mirror of
https://github.com/godotengine/godot.git
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d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
280 lines
9.8 KiB
GLSL
280 lines
9.8 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#define FLAG_HORIZONTAL (1 << 0)
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#define FLAG_USE_BLUR_SECTION (1 << 1)
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
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#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
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#define FLAG_GLOW_FIRST_PASS (1 << 4)
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#define FLAG_FLIP_Y (1 << 5)
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#define FLAG_FORCE_LUMINANCE (1 << 6)
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#define FLAG_COPY_ALL_SOURCE (1 << 7)
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#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
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#define FLAG_ALPHA_TO_ONE (1 << 9)
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec4 section;
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ivec2 target;
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uint flags;
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uint pad;
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// Glow.
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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// DOF.
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float camera_z_far;
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float camera_z_near;
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uint pad2[2];
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vec4 set_color;
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}
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params;
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#ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA
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layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
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#elif defined(MODE_CUBEMAP_TO_PANORAMA)
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layout(set = 0, binding = 0) uniform samplerCube source_color;
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#elif !defined(MODE_SET_COLOR)
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#endif
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#ifdef GLOW_USE_AUTO_EXPOSURE
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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#endif
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#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
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layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#elif defined(DST_IMAGE_8BIT)
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layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#else
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layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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shared vec4 local_cache[256];
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shared vec4 temp_cache[128];
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#endif
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void main() {
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// Pixel being shaded
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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
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if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
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return;
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}
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#endif
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#ifdef MODE_MIPMAP
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ivec2 base_pos = (pos + params.section.xy) << 1;
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vec4 color = texelFetch(source_color, base_pos, 0);
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color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
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color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
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color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
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color /= 4.0;
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
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if (bool(params.flags & FLAG_HORIZONTAL)) {
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ivec2 base_pos = (pos + params.section.xy) << 1;
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vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
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color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
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color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
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color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
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color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
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color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
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color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
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imageStore(dest_buffer, pos + params.target, color);
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} else {
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ivec2 base_pos = (pos + params.section.xy);
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vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
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color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
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color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
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color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
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color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
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imageStore(dest_buffer, pos + params.target, color);
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}
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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// First pass copy texture into 16x16 local memory for every 8x8 thread block
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vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
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uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
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if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
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vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
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local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
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local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
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local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
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local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
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} else {
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local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
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local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
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local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
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local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
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}
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memoryBarrierShared();
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barrier();
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// Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
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uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
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vec4 color_top = vec4(0.0);
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color_top += local_cache[read_index] * 0.174938;
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color_top += local_cache[read_index + 1] * 0.165569;
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color_top += local_cache[read_index + 2] * 0.140367;
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color_top += local_cache[read_index + 3] * 0.106595;
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color_top += local_cache[read_index - 1] * 0.165569;
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color_top += local_cache[read_index - 2] * 0.140367;
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color_top += local_cache[read_index - 3] * 0.106595;
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vec4 color_bottom = vec4(0.0);
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color_bottom += local_cache[read_index + 16] * 0.174938;
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color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
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color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
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color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
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color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
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color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
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color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
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// rotate samples to take advantage of cache coherency
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uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
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temp_cache[write_index] = color_top;
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temp_cache[write_index + 1] = color_bottom;
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memoryBarrierShared();
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barrier();
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// Vertical pass
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uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
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vec4 color = vec4(0.0);
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color += temp_cache[index] * 0.174938;
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color += temp_cache[index + 1] * 0.165569;
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color += temp_cache[index + 2] * 0.140367;
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color += temp_cache[index + 3] * 0.106595;
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color += temp_cache[index - 1] * 0.165569;
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color += temp_cache[index - 2] * 0.140367;
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color += temp_cache[index - 3] * 0.106595;
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color *= params.glow_strength;
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if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
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#ifdef GLOW_USE_AUTO_EXPOSURE
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color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
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#endif
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color *= params.glow_exposure;
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float luminance = max(color.r, max(color.g, color.b));
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float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
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color = min(color * feedback, vec4(params.glow_luminance_cap));
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}
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_SIMPLE_COPY
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vec4 color;
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if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
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vec2 uv = vec2(pos) / vec2(params.section.zw);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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uv.y = 1.0 - uv.y;
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}
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color = textureLod(source_color, uv, 0.0);
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} else {
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color = texelFetch(source_color, pos + params.section.xy, 0);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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}
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if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
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color.a = 1.0;
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}
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_SIMPLE_COPY_DEPTH
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vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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imageStore(dest_buffer, pos + params.target, vec4(color.r));
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#endif
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#ifdef MODE_LINEARIZE_DEPTH_COPY
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float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
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depth = depth * 2.0 - 1.0;
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depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
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vec4 color = vec4(depth / params.camera_z_far);
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if (bool(params.flags & FLAG_FLIP_Y)) {
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pos.y = params.section.w - pos.y - 1;
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}
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
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const float PI = 3.14159265359;
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vec2 uv = vec2(pos) / vec2(params.section.zw);
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uv.y = 1.0 - uv.y;
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float phi = uv.x * 2.0 * PI;
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float theta = uv.y * PI;
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vec3 normal;
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normal.x = sin(phi) * sin(theta) * -1.0;
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normal.y = cos(theta);
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normal.z = cos(phi) * sin(theta) * -1.0;
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#ifdef MODE_CUBEMAP_TO_PANORAMA
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vec4 color = textureLod(source_color, normal, params.camera_z_far); //the biggest the lod the least the acne
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#else
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vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
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#endif
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imageStore(dest_buffer, pos + params.target, color);
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#endif
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#ifdef MODE_SET_COLOR
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imageStore(dest_buffer, pos + params.target, params.set_color);
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#endif
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}
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