/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else precision highp float; precision highp int; #endif attribute vec2 vertex_attrib; // attrib:0 /* clang-format on */ attribute vec2 uv_in; // attrib:4 varying vec2 uv_interp; void main() { gl_Position = vec4(vertex_attrib, 0.0, 1.0); uv_interp = uv_in; } /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif // Allows the use of bitshift operators for bicubic upscale #ifdef GL_EXT_gpu_shader4 #extension GL_EXT_gpu_shader4 : enable #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else #if defined(USE_HIGHP_PRECISION) precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif #endif #include "stdlib.glsl" varying vec2 uv_interp; /* clang-format on */ uniform highp sampler2D source; //texunit:0 #if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) #define USING_GLOW // only use glow when at least one glow level is selected #ifdef USE_MULTI_TEXTURE_GLOW uniform highp sampler2D source_glow1; //texunit:2 uniform highp sampler2D source_glow2; //texunit:3 uniform highp sampler2D source_glow3; //texunit:4 uniform highp sampler2D source_glow4; //texunit:5 uniform highp sampler2D source_glow5; //texunit:6 uniform highp sampler2D source_glow6; //texunit:7 #ifdef USE_GLOW_LEVEL7 uniform highp sampler2D source_glow7; //texunit:8 #endif #else uniform highp sampler2D source_glow; //texunit:2 #endif uniform highp float glow_intensity; #endif #ifdef USE_BCS uniform vec3 bcs; #endif #ifdef USE_FXAA uniform vec2 pixel_size; #endif #ifdef USE_SHARPENING uniform float sharpen_intensity; #endif #ifdef USE_COLOR_CORRECTION uniform sampler2D color_correction; //texunit:1 #endif #ifdef GL_EXT_gpu_shader4 #ifdef USE_GLOW_FILTER_BICUBIC // w0, w1, w2, and w3 are the four cubic B-spline basis functions float w0(float a) { return (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0); } float w1(float a) { return (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0); } float w2(float a) { return (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0); } float w3(float a) { return (1.0 / 6.0) * (a * a * a); } // g0 and g1 are the two amplitude functions float g0(float a) { return w0(a) + w1(a); } float g1(float a) { return w2(a) + w3(a); } // h0 and h1 are the two offset functions float h0(float a) { return -1.0 + w1(a) / (w0(a) + w1(a)); } float h1(float a) { return 1.0 + w3(a) / (w2(a) + w3(a)); } uniform ivec2 glow_texture_size; vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { float lod = float(p_lod); vec2 tex_size = vec2(glow_texture_size >> p_lod); vec2 texel_size = vec2(1.0) / tex_size; uv = uv * tex_size + vec2(0.5); vec2 iuv = floor(uv); vec2 fuv = fract(uv); float g0x = g0(fuv.x); float g1x = g1(fuv.x); float h0x = h0(fuv.x); float h1x = h1(fuv.x); float h0y = h0(fuv.y); float h1y = h1(fuv.y); vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5)) * texel_size; vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5)) * texel_size; vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5)) * texel_size; vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5)) * texel_size; return (g0(fuv.y) * (g0x * texture2DLod(tex, p0, lod) + g1x * texture2DLod(tex, p1, lod))) + (g1(fuv.y) * (g0x * texture2DLod(tex, p2, lod) + g1x * texture2DLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #else //!USE_GLOW_FILTER_BICUBIC #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) #endif //USE_GLOW_FILTER_BICUBIC #else //!GL_EXT_gpu_shader4 #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod)) #endif //GL_EXT_gpu_shader4 vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode #ifdef USE_GLOW_REPLACE color.rgb = glow; #endif #ifdef USE_GLOW_SCREEN color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); #endif #ifdef USE_GLOW_SOFTLIGHT glow = glow * vec3(0.5) + vec3(0.5); color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); #endif #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive color.rgb += glow; #endif #ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color // compute the alpha from glow float a = max(max(glow.r, glow.g), glow.b); color.a = a + color.a * (1.0 - a); if (color.a == 0.0) { color.rgb = vec3(0.0); } else if (color.a < 1.0) { color.rgb /= color.a; } #endif return color; } vec3 apply_bcs(vec3 color, vec3 bcs) { color = mix(vec3(0.0), color, bcs.x); color = mix(vec3(0.5), color, bcs.y); color = mix(vec3(dot(vec3(1.0), color) * 0.33333), color, bcs.z); return color; } vec3 apply_color_correction(vec3 color, sampler2D correction_tex) { color.r = texture2D(correction_tex, vec2(color.r, 0.0)).r; color.g = texture2D(correction_tex, vec2(color.g, 0.0)).g; color.b = texture2D(correction_tex, vec2(color.b, 0.0)).b; return color; } vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) { const float FXAA_REDUCE_MIN = (1.0 / 128.0); const float FXAA_REDUCE_MUL = (1.0 / 8.0); const float FXAA_SPAN_MAX = 8.0; 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 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); vec3 rgbM = color.rgb; vec3 luma = vec3(0.299, 0.587, 0.114); 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 lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0); float lumaSE = dot(rgbSE.rgb, luma) - ((1.0 - rgbSE.a) / 8.0); float lumaM = dot(rgbM, luma) - (color.a / 8.0); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * 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 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0)); float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0); vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB; if (color_output.a == 0.0) { color_output.rgb = vec3(0.0); } else if (color_output.a < 1.0) { color_output.rgb /= color_output.a; } return color_output; } void main() { vec4 color = texture2DLod(source, uv_interp, 0.0); #ifdef USE_FXAA color = apply_fxaa(color, uv_interp, pixel_size); #endif // Glow #ifdef USING_GLOW vec3 glow = vec3(0.0); #ifdef USE_MULTI_TEXTURE_GLOW #ifdef USE_GLOW_LEVEL1 glow += GLOW_TEXTURE_SAMPLE(source_glow1, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL2 glow += GLOW_TEXTURE_SAMPLE(source_glow2, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL3 glow += GLOW_TEXTURE_SAMPLE(source_glow3, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL4 glow += GLOW_TEXTURE_SAMPLE(source_glow4, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL5 glow += GLOW_TEXTURE_SAMPLE(source_glow5, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL6 glow += GLOW_TEXTURE_SAMPLE(source_glow6, uv_interp, 0).rgb; #ifdef USE_GLOW_LEVEL7 glow += GLOW_TEXTURE_SAMPLE(source_glow7, uv_interp, 0).rgb; #endif #endif #endif #endif #endif #endif #endif #else #ifdef USE_GLOW_LEVEL1 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 1).rgb; #endif #ifdef USE_GLOW_LEVEL2 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 2).rgb; #endif #ifdef USE_GLOW_LEVEL3 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 3).rgb; #endif #ifdef USE_GLOW_LEVEL4 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 4).rgb; #endif #ifdef USE_GLOW_LEVEL5 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 5).rgb; #endif #ifdef USE_GLOW_LEVEL6 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 6).rgb; #endif #ifdef USE_GLOW_LEVEL7 glow += GLOW_TEXTURE_SAMPLE(source_glow, uv_interp, 7).rgb; #endif #endif //USE_MULTI_TEXTURE_GLOW glow *= glow_intensity; color = apply_glow(color, glow); #endif // Additional effects #ifdef USE_BCS color.rgb = apply_bcs(color.rgb, bcs); #endif #ifdef USE_COLOR_CORRECTION color.rgb = apply_color_correction(color.rgb, color_correction); #endif gl_FragColor = color; }