postprocessing.glslf 11 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var POST_EFFECT POST_EFFECT_NONE
  6. /*============================================================================*/
  7. #include <precision_statement.glslf>
  8. #include <std.glsl>
  9. uniform vec2 u_texel_size;
  10. uniform sampler2D u_color;
  11. #if POST_EFFECT == FLIP_CUBEMAP_COORDS
  12. uniform int u_tex_number;
  13. uniform vec2 u_delta;
  14. #endif
  15. #if POST_EFFECT == POST_EFFECT_DOF_BLUR
  16. uniform float u_dof_bokeh_intensity;
  17. #endif
  18. /*==============================================================================
  19. SHADER INTERFACE
  20. ==============================================================================*/
  21. GLSL_IN vec2 v_texcoord;
  22. //------------------------------------------------------------------------------
  23. GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
  24. /*==============================================================================
  25. MAIN
  26. ==============================================================================*/
  27. void main(void) {
  28. #if POST_EFFECT == POST_EFFECT_NONE
  29. // copy exact
  30. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, v_texcoord);
  31. #elif POST_EFFECT == POST_EFFECT_GRAYSCALE
  32. vec4 c = GLSL_TEXTURE(u_color, v_texcoord);
  33. GLSL_OUT_FRAG_COLOR.rgb = vec3((c.r + c.g + c.b) / 3.0);
  34. GLSL_OUT_FRAG_COLOR.a = 1.0;
  35. #elif POST_EFFECT == POST_EFFECT_BLUR
  36. vec2 offset = vec2(0.0, 0.0);
  37. vec2 delta = u_texel_size;
  38. vec4 color;
  39. color = GLSL_TEXTURE(u_color, v_texcoord);
  40. GLSL_OUT_FRAG_COLOR = color * 0.2270270270;
  41. offset += delta;
  42. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  43. GLSL_OUT_FRAG_COLOR += color * 0.1945945946;
  44. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  45. GLSL_OUT_FRAG_COLOR += color * 0.1945945946;
  46. offset += delta;
  47. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  48. GLSL_OUT_FRAG_COLOR += color * 0.1216216216;
  49. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  50. GLSL_OUT_FRAG_COLOR += color * 0.1216216216;
  51. offset += delta;
  52. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  53. GLSL_OUT_FRAG_COLOR += color * 0.0540540541;
  54. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  55. GLSL_OUT_FRAG_COLOR += color * 0.0540540541;
  56. offset += delta;
  57. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  58. GLSL_OUT_FRAG_COLOR += color * 0.0162162162;
  59. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  60. GLSL_OUT_FRAG_COLOR += color * 0.0162162162;
  61. #elif POST_EFFECT == POST_EFFECT_GLOW_BLUR
  62. vec2 offset = vec2(0.0, 0.0);
  63. vec2 delta = u_texel_size;
  64. vec4 color;
  65. // Sigma: 2.6
  66. // Kernel size: 21
  67. // 0.01% of the curve’s area outside the discrete kernel
  68. // Kernel (left side): [0.000102, 0.00041, 0.00142, 0.00425, 0.01099, 0.024549, 0.047383, 0.079019, 0.113861, 0.141763, 0.152507]
  69. color = GLSL_TEXTURE(u_color, v_texcoord);
  70. GLSL_OUT_FRAG_COLOR = color * (1.0 - step(0.0, -color.a)) * 0.152507;
  71. offset += delta;
  72. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  73. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.141763;
  74. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  75. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.141763;
  76. offset += delta;
  77. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  78. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.113861;
  79. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  80. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.113861;
  81. offset += delta;
  82. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  83. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.079019;
  84. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  85. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.079019;
  86. offset += delta;
  87. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  88. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.047383;
  89. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  90. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.047383;
  91. offset += delta;
  92. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  93. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.024549;
  94. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  95. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.024549;
  96. offset += delta;
  97. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  98. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.01099;
  99. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  100. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.01099;
  101. offset += delta;
  102. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  103. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.00425;
  104. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  105. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.00425;
  106. offset += delta;
  107. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  108. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.00142;
  109. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  110. GLSL_OUT_FRAG_COLOR += color * (1.0 - step(0.0, -color.a)) * 0.00142;
  111. GLSL_OUT_FRAG_COLOR = clamp(GLSL_OUT_FRAG_COLOR, 0.0, 1.0);
  112. #elif POST_EFFECT == POST_EFFECT_DOF_BLUR
  113. vec2 offset = vec2(0.0, 0.0);
  114. vec2 delta = u_texel_size;
  115. vec4 color;
  116. vec4 avg_color;
  117. vec4 max_color;
  118. float coc;
  119. float bokeh_intensity = u_dof_bokeh_intensity;
  120. color = GLSL_TEXTURE(u_color, v_texcoord);
  121. avg_color = color;
  122. max_color = color;
  123. coc = color.a;
  124. delta = coc * delta;
  125. for (int i = 0; i < 12; i += 2) {
  126. offset += delta;
  127. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  128. avg_color += color;
  129. max_color = max(max_color, color);
  130. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  131. avg_color += color;
  132. max_color = max(max_color, color);
  133. }
  134. avg_color /= 13.0;
  135. GLSL_OUT_FRAG_COLOR = mix(avg_color, max_color, bokeh_intensity);
  136. #elif POST_EFFECT == POST_EFFECT_ALPHA_BLUR
  137. vec2 offset = vec2(0.0, 0.0);
  138. vec2 delta = u_texel_size;
  139. vec4 color;
  140. vec4 avg_color;
  141. vec4 max_color;
  142. color = GLSL_TEXTURE(u_color, v_texcoord);
  143. max_color = max(max_color, color);
  144. avg_color = color;
  145. avg_color.a = color.a * 0.2270270270;
  146. offset += delta;
  147. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  148. max_color.a = max(max_color.a, color.a);
  149. avg_color.a += color.a * 0.1945945946;
  150. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  151. max_color.a = max(max_color.a, color.a);
  152. avg_color.a += color.a * 0.1945945946;
  153. offset += delta;
  154. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  155. max_color.a = max(max_color.a, color.a);
  156. avg_color.a += color.a * 0.1216216216;
  157. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  158. max_color.a = max(max_color.a, color.a);
  159. avg_color.a += color.a * 0.1216216216;
  160. offset += delta;
  161. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  162. max_color.a = max(max_color.a, color.a);
  163. avg_color.a += color.a * 0.0540540541;
  164. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  165. max_color.a = max(max_color.a, color.a);
  166. avg_color.a += color.a * 0.0540540541;
  167. offset += delta;
  168. color = GLSL_TEXTURE(u_color, v_texcoord + offset);
  169. max_color.a = max(max_color.a, color.a);
  170. avg_color.a += color.a * 0.0162162162;
  171. color = GLSL_TEXTURE(u_color, v_texcoord - offset);
  172. max_color.a = max(max_color.a, color.a);
  173. avg_color.a += color.a * 0.0162162162;
  174. GLSL_OUT_FRAG_COLOR = mix(avg_color, max_color, 0.5);
  175. #elif POST_EFFECT == POST_EFFECT_EXTEND
  176. vec2 delta = u_texel_size;
  177. vec4 color = GLSL_TEXTURE(u_color, v_texcoord);
  178. GLSL_OUT_FRAG_COLOR = color;
  179. if (color.a == 0.0) {
  180. color = GLSL_TEXTURE(u_color, v_texcoord + delta);
  181. if (color.a > 0.0)
  182. GLSL_OUT_FRAG_COLOR = vec4(1.0, 1.0, 1.0, color.a);
  183. else {
  184. color = GLSL_TEXTURE(u_color, v_texcoord - delta);
  185. if (color.a > 0.0)
  186. GLSL_OUT_FRAG_COLOR = vec4(1.0, 1.0, 1.0, color.a);
  187. }
  188. }
  189. #elif POST_EFFECT == FLIP_CUBEMAP_COORDS
  190. float delta_x = u_delta[0];
  191. float delta_y = u_delta[1];
  192. float rel_x_dim = 1.0 / 3.0;
  193. float rel_y_dim = 0.5;
  194. vec2 scale = vec2(rel_x_dim, rel_y_dim);
  195. if (u_tex_number == 0) {
  196. // +X
  197. vec2 texcoord = mat2(0.0, -1.0, 1.0, 0.0) * v_texcoord * scale + vec2(2.0 * rel_x_dim, rel_y_dim);
  198. texcoord[0] = max(texcoord[0], 2.0 * rel_x_dim + delta_x);
  199. texcoord[1] = max(texcoord[1], delta_y);
  200. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(texcoord[0], rel_y_dim - texcoord[1]));
  201. } else if (u_tex_number == 1) {
  202. // -X
  203. vec2 texcoord = mat2(0.0, -1.0, 1.0, 0.0) * v_texcoord * scale + vec2(0.0, rel_y_dim);
  204. texcoord[0] = max(texcoord[0], delta_x);
  205. texcoord[1] = min(texcoord[1], rel_y_dim - delta_y);
  206. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(rel_x_dim - texcoord[0], texcoord[1]));
  207. } else if (u_tex_number == 2) {
  208. // +Y
  209. vec2 texcoord = v_texcoord * scale + vec2(2.0 * rel_x_dim, rel_y_dim);
  210. texcoord[0] = max(texcoord[0], 2.0 * rel_x_dim + delta_x);
  211. texcoord[1] = min(texcoord[1], 1.0 - delta_y);
  212. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(texcoord[0], 1.5 - texcoord[1]));
  213. } else if (u_tex_number == 3) {
  214. // -Y
  215. vec2 texcoord = v_texcoord * scale + vec2(rel_x_dim, 0.0);
  216. texcoord[0] = max(texcoord[0], rel_x_dim + delta_x);
  217. texcoord[0] = min(texcoord[0], 2.0 * rel_x_dim - delta_x);
  218. texcoord[1] = min(texcoord[1], rel_y_dim - delta_y);
  219. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(1.0 - texcoord[0], texcoord[1]));
  220. } else if (u_tex_number == 4) {
  221. // +Z
  222. vec2 texcoord = v_texcoord * scale + vec2(rel_x_dim, rel_y_dim);
  223. texcoord[0] = max(texcoord[0], rel_x_dim + delta_x);
  224. texcoord[0] = min(texcoord[0], 2.0 * rel_x_dim - delta_x);
  225. texcoord[1] = min(texcoord[1], 1.0 - delta_y);
  226. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(texcoord[0], 3.0 * rel_y_dim - texcoord[1]));
  227. } else {
  228. // -Z
  229. vec2 texcoord = v_texcoord * scale + vec2(0.0, rel_y_dim);
  230. texcoord[0] = max(texcoord[0], delta_x);
  231. texcoord[1] = min(texcoord[1], 1.0 - delta_y);
  232. texcoord[1] = max(texcoord[1], rel_y_dim + delta_y);
  233. GLSL_OUT_FRAG_COLOR = GLSL_TEXTURE(u_color, vec2(rel_x_dim - texcoord[0], texcoord[1]));
  234. }
  235. #endif
  236. }