mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 23:27:12 +01:00
336 lines
11 KiB
Plaintext
336 lines
11 KiB
Plaintext
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/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute vec2 vertex_attrib; // attrib:0
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/* clang-format on */
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attribute vec2 uv_in; // attrib:4
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varying vec2 uv_interp;
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#ifdef USE_BLUR_SECTION
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uniform vec4 blur_section;
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#endif
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void main() {
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uv_interp = uv_in;
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gl_Position = vec4(vertex_attrib, 0.0, 1.0);
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#ifdef USE_BLUR_SECTION
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uv_interp = blur_section.xy + uv_interp * blur_section.zw;
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gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
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#endif
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}
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the vertex section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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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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#endif
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varying vec2 uv_interp;
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/* clang-format on */
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uniform sampler2D source_color; //texunit:0
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uniform float lod;
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uniform vec2 pixel_size;
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#if defined(GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
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uniform float glow_strength;
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#endif
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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#ifdef USE_GLES_OVER_GL
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
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#endif
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#endif
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uniform sampler2D dof_source_depth; //texunit:1
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uniform float dof_begin;
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uniform float dof_end;
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uniform vec2 dof_dir;
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uniform float dof_radius;
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#endif
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#ifdef GLOW_FIRST_PASS
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uniform highp float luminance_cap;
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uniform float glow_bloom;
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uniform float glow_hdr_threshold;
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uniform float glow_hdr_scale;
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#endif
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uniform float camera_z_far;
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uniform float camera_z_near;
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void main() {
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#ifdef GLOW_GAUSSIAN_HORIZONTAL
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vec2 pix_size = pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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#ifdef USE_GLOW_HIGH_QUALITY
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// Sample from two lines to capture single-pixel features.
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// This is significantly slower, but looks better and is more stable for moving objects.
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vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.152781;
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color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.144599;
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color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.122589;
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color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.093095;
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color += texture2DLod(source_color, uv_interp + vec2(4.0, 0.0) * pix_size, lod) * 0.063327;
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color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.144599;
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color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.122589;
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color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.093095;
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color += texture2DLod(source_color, uv_interp + vec2(-4.0, 0.0) * pix_size, lod) * 0.063327;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pix_size, lod) * 0.152781;
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color += texture2DLod(source_color, uv_interp + vec2(1.0, 1.0) * pix_size, lod) * 0.144599;
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color += texture2DLod(source_color, uv_interp + vec2(2.0, 1.0) * pix_size, lod) * 0.122589;
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color += texture2DLod(source_color, uv_interp + vec2(3.0, 1.0) * pix_size, lod) * 0.093095;
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color += texture2DLod(source_color, uv_interp + vec2(4.0, 1.0) * pix_size, lod) * 0.063327;
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color += texture2DLod(source_color, uv_interp + vec2(-1.0, 1.0) * pix_size, lod) * 0.144599;
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color += texture2DLod(source_color, uv_interp + vec2(-2.0, 1.0) * pix_size, lod) * 0.122589;
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color += texture2DLod(source_color, uv_interp + vec2(-3.0, 1.0) * pix_size, lod) * 0.093095;
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color += texture2DLod(source_color, uv_interp + vec2(-4.0, 1.0) * pix_size, lod) * 0.063327;
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color *= 0.5;
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#else
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vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.174938;
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color += texture2DLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.165569;
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color += texture2DLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.140367;
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color += texture2DLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.106595;
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color += texture2DLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.165569;
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color += texture2DLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.140367;
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color += texture2DLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.106595;
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#endif //USE_GLOW_HIGH_QUALITY
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color *= glow_strength;
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gl_FragColor = color;
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#endif //GLOW_GAUSSIAN_HORIZONTAL
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#ifdef GLOW_GAUSSIAN_VERTICAL
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vec4 color = texture2DLod(source_color, uv_interp + vec2(0.0, 0.0) * pixel_size, lod) * 0.288713;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, 1.0) * pixel_size, lod) * 0.233062;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, 2.0) * pixel_size, lod) * 0.122581;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
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color *= glow_strength;
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gl_FragColor = color;
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#endif
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#ifndef USE_GLES_OVER_GL
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#if defined(DOF_FAR_BLUR) || defined(DOF_NEAR_BLUR)
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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float dof_kernel[5];
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dof_kernel[0] = 0.153388;
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dof_kernel[1] = 0.221461;
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dof_kernel[2] = 0.250301;
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dof_kernel[3] = 0.221461;
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dof_kernel[4] = 0.153388;
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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float dof_kernel[11];
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dof_kernel[0] = 0.055037;
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dof_kernel[1] = 0.072806;
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dof_kernel[2] = 0.090506;
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dof_kernel[3] = 0.105726;
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dof_kernel[4] = 0.116061;
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dof_kernel[5] = 0.119726;
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dof_kernel[6] = 0.116061;
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dof_kernel[7] = 0.105726;
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dof_kernel[8] = 0.090506;
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dof_kernel[9] = 0.072806;
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dof_kernel[10] = 0.055037;
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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float dof_kernel[21];
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dof_kernel[0] = 0.028174;
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dof_kernel[1] = 0.032676;
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dof_kernel[2] = 0.037311;
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dof_kernel[3] = 0.041944;
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dof_kernel[4] = 0.046421;
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dof_kernel[5] = 0.050582;
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dof_kernel[6] = 0.054261;
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dof_kernel[7] = 0.057307;
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dof_kernel[8] = 0.059587;
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dof_kernel[9] = 0.060998;
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dof_kernel[10] = 0.061476;
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dof_kernel[11] = 0.060998;
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dof_kernel[12] = 0.059587;
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dof_kernel[13] = 0.057307;
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dof_kernel[14] = 0.054261;
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dof_kernel[15] = 0.050582;
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dof_kernel[16] = 0.046421;
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dof_kernel[17] = 0.041944;
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dof_kernel[18] = 0.037311;
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dof_kernel[19] = 0.032676;
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dof_kernel[20] = 0.028174;
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#endif
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#endif
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#endif //!USE_GLES_OVER_GL
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#ifdef DOF_FAR_BLUR
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vec4 color_accum = vec4(0.0);
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float depth = texture2DLod(dof_source_depth, uv_interp, 0.0).r;
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depth = depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius;
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float tap_k = dof_kernel[i];
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
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#endif
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float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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}
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if (k_accum > 0.0) {
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color_accum /= k_accum;
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}
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gl_FragColor = color_accum; ///k_accum;
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#endif
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#ifdef DOF_NEAR_BLUR
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius;
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float ofs_influence = max(0.0, 1.0 - abs(float(int_ofs)) / float(dof_kernel_from));
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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tap_depth = ((tap_depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
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#endif
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float tap_amount = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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#ifdef DOF_NEAR_FIRST_TAP
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tap_color.a = 1.0 - smoothstep(dof_end, dof_begin, tap_depth);
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#endif
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max_accum = max(max_accum, tap_amount * ofs_influence);
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color_accum += tap_color * tap_k;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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gl_FragColor = color_accum;
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#endif
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#ifdef GLOW_FIRST_PASS
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float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b));
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float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
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gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
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#endif
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}
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