mirror of
https://github.com/godotengine/godot.git
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259 lines
5.6 KiB
GLSL
259 lines
5.6 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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#ifdef USE_CUBEMAP
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attribute vec3 cube_in; // attrib:4
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#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#ifdef USE_CUBEMAP
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
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void main() {
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#ifdef USE_CUBEMAP
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cube_interp = cube_in;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#define LUM_RANGE 4.0
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#ifdef USE_CUBEMAP
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varying vec3 cube_interp;
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uniform samplerCube source_cube;
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#else
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varying vec2 uv_interp;
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uniform sampler2D source;
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_GLOW
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uniform sampler2D glow_source;
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#endif
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#if defined(USE_HDR) && defined(USE_GLOW_COPY)
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uniform highp float hdr_glow_treshold;
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uniform highp float hdr_glow_scale;
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#endif
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#ifdef USE_HDR
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uniform sampler2D hdr_source;
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uniform highp float tonemap_exposure;
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#endif
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_GAMMA
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uniform float gamma;
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#endif
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#ifdef USE_GLOW_COPY
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uniform float bloom;
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uniform float bloom_treshold;
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#endif
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#if defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
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uniform vec2 pixel_size;
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#ifdef USE_HDR_STORE
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uniform highp float hdr_time_delta;
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uniform highp float hdr_exp_adj_speed;
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uniform highp float min_luminance;
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uniform highp float max_luminance;
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uniform sampler2D source_vd_lum;
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#endif
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#endif
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#ifdef USE_ENERGY
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uniform highp float energy;
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#endif
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void main() {
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//vec4 color = color_interp;
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#ifdef USE_CUBEMAP
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vec4 color = textureCube( source_cube, normalize(cube_interp) );
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#else
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vec4 color = texture2D( source, uv_interp );
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#endif
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//color.rg=uv_interp;
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
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color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
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#endif
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#ifdef BLUR_V_PASS
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0));
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0));
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0));
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0));
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0));
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0));
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color*=(1.0/7.0);
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#endif
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#ifdef BLUR_H_PASS
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0));
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0));
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0));
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0));
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0));
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0));
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color*=(1.0/7.0);
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#endif
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#ifdef USE_HDR
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highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
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highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult );
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color.rgb*=LUM_RANGE;
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hdr_lum*=LUM_RANGE; //restore to full range
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highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
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color.rgb*=tone_scale;
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#endif
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#ifdef USE_GLOW_COPY
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highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
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#ifdef USE_HDR
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highp float collum = max(color.r,max(color.g,color.b));
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glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale;
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#endif
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color.rgb=glowcol;
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color.a=0.0;
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#endif
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#ifdef USE_GLOW
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vec4 glow = texture2D( glow_source, uv2_interp );
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color.rgb+=glow.rgb;
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#endif
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#ifdef USE_GAMMA
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color.rgb = pow(color.rgb,gamma);
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#endif
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#ifdef USE_HDR_COPY
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//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
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highp float lum = max(color.r,max(color.g,color.b));
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highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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color=comp;
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#endif
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#ifdef USE_HDR_REDUCE
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highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0);
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highp float lum_accum = dot(color,_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv );
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lum_accum/=9.0;
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#ifdef USE_HDR_STORE
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highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
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lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
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#endif
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highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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color=comp;
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#endif
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#ifdef USE_RGBE
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color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));
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#endif
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#ifdef USE_ENERGY
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color.rgb*=energy;
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#endif
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#ifdef USE_NO_ALPHA
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color.a=1.0;
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#endif
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gl_FragColor = color;
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}
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