Ported: Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports. - clayjohn

f92141be13
This commit is contained in:
Relintai 2022-07-28 11:34:02 +02:00
parent 2c0ca59835
commit 3f432af82b

View File

@ -235,13 +235,21 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0); const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0); const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0; const float FXAA_SPAN_MAX = 8.0;
const vec3 luma = vec3(0.299, 0.587, 0.114);
vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0); vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0); vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0); vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0); vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb; vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);
#ifdef DISABLE_ALPHA
float lumaNW = dot(rgbNW.rgb, luma);
float lumaNE = dot(rgbNE.rgb, luma);
float lumaSW = dot(rgbSW.rgb, luma);
float lumaSE = dot(rgbSE.rgb, luma);
float lumaM = dot(rgbM, luma);
#else
float lumaNW = dot(rgbNW.rgb, luma) - ((1.0 - rgbNW.a) / 8.0); float lumaNW = dot(rgbNW.rgb, luma) - ((1.0 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb, luma) - ((1.0 - rgbNE.a) / 8.0); float lumaNE = dot(rgbNE.rgb, luma) - ((1.0 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0); float lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0);
@ -249,6 +257,7 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
float lumaM = dot(rgbM, luma) - (color.a / 8.0); float lumaM = dot(rgbM, luma) - (color.a / 8.0);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
#endif
vec2 dir; vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
@ -267,6 +276,13 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0)); vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0)); vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0));
#ifdef DISABLE_ALPHA
float lumaB = dot(rgbB.rgb, luma);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return vec4(color_output.rgb, 1.0);
#else
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0); float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB; vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) { if (color_output.a == 0.0) {
@ -276,11 +292,16 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
} }
return color_output; return color_output;
#endif
} }
void main() { void main() {
vec4 color = texture2DLod(source, uv_interp, 0.0); vec4 color = texture2DLod(source, uv_interp, 0.0);
#ifdef DISABLE_ALPHA
color.a = 1.0;
#endif
#ifdef USE_FXAA #ifdef USE_FXAA
color = apply_fxaa(color, uv_interp, pixel_size); color = apply_fxaa(color, uv_interp, pixel_size);
#endif #endif