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- #[vertex]
- #version 450
- #VERSION_DEFINES
- #ifdef USE_MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #extension GL_EXT_multiview : enable
- #endif
- #endif
- layout(location = 0) out vec2 uv_interp;
- void main() {
- // old code, ARM driver bug on Mali-GXXx GPUs and Vulkan API 1.3.xxx
- // https://github.com/godotengine/godot/pull/92817#issuecomment-2168625982
- //vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- //gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- //uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- vec2 vertex_base;
- if (gl_VertexIndex == 0) {
- vertex_base = vec2(-1.0, -1.0);
- } else if (gl_VertexIndex == 1) {
- vertex_base = vec2(-1.0, 3.0);
- } else {
- vertex_base = vec2(3.0, -1.0);
- }
- gl_Position = vec4(vertex_base, 0.0, 1.0);
- uv_interp = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- }
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #ifdef USE_MULTIVIEW
- #ifdef has_VK_KHR_multiview
- #extension GL_EXT_multiview : enable
- #define ViewIndex gl_ViewIndex
- #else // has_VK_KHR_multiview
- #define ViewIndex 0
- #endif // has_VK_KHR_multiview
- #endif //USE_MULTIVIEW
- layout(location = 0) in vec2 uv_interp;
- #ifdef SUBPASS
- layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
- #elif defined(USE_MULTIVIEW)
- layout(set = 0, binding = 0) uniform sampler2DArray source_color;
- #else
- layout(set = 0, binding = 0) uniform sampler2D source_color;
- #endif
- layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
- #ifdef USE_MULTIVIEW
- layout(set = 2, binding = 0) uniform sampler2DArray source_glow;
- #else
- layout(set = 2, binding = 0) uniform sampler2D source_glow;
- #endif
- layout(set = 2, binding = 1) uniform sampler2D glow_map;
- #ifdef USE_1D_LUT
- layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
- #else
- layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
- #endif
- #define FLAG_USE_BCS (1 << 0)
- #define FLAG_USE_GLOW (1 << 1)
- #define FLAG_USE_AUTO_EXPOSURE (1 << 2)
- #define FLAG_USE_COLOR_CORRECTION (1 << 3)
- #define FLAG_USE_FXAA (1 << 4)
- #define FLAG_USE_DEBANDING (1 << 5)
- #define FLAG_CONVERT_TO_SRGB (1 << 6)
- layout(push_constant, std430) uniform Params {
- vec3 bcs;
- uint flags;
- vec2 pixel_size;
- uint tonemapper;
- uint pad;
- uvec2 glow_texture_size;
- float glow_intensity;
- float glow_map_strength;
- uint glow_mode;
- float glow_levels[7];
- float exposure;
- float white;
- float auto_exposure_scale;
- float luminance_multiplier;
- }
- params;
- layout(location = 0) out vec4 frag_color;
- #ifdef USE_GLOW_FILTER_BICUBIC
- // w0, w1, w2, and w3 are the four cubic B-spline basis functions
- float w0(float a) {
- return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
- }
- float w1(float a) {
- return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
- }
- float w2(float a) {
- return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
- }
- float w3(float a) {
- return (1.0f / 6.0f) * (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 -1.0f + w1(a) / (w0(a) + w1(a));
- }
- float h1(float a) {
- return 1.0f + w3(a) / (w2(a) + w3(a));
- }
- #ifdef USE_MULTIVIEW
- vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) {
- float lod = float(p_lod);
- vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
- vec2 pixel_size = vec2(1.0f) / tex_size;
- uv = uv * tex_size + vec2(0.5f);
- 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);
- vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
- vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
- vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
- vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
- return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
- }
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
- #else // USE_MULTIVIEW
- vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
- float lod = float(p_lod);
- vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
- vec2 pixel_size = vec2(1.0f) / tex_size;
- uv = uv * tex_size + vec2(0.5f);
- 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(0.5f)) * pixel_size;
- vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
- vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
- vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
- return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
- }
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
- #endif // !USE_MULTIVIEW
- #else // USE_GLOW_FILTER_BICUBIC
- #ifdef USE_MULTIVIEW
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod))
- #else // USE_MULTIVIEW
- #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
- #endif // !USE_MULTIVIEW
- #endif // !USE_GLOW_FILTER_BICUBIC
- // Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
- vec3 tonemap_reinhard(vec3 color, float white) {
- float white_squared = white * white;
- vec3 white_squared_color = white_squared * color;
- // Equivalent to color * (1 + color / white_squared) / (1 + color)
- return (white_squared_color + color * color) / (white_squared_color + white_squared);
- }
- vec3 tonemap_filmic(vec3 color, float white) {
- // exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
- // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
- // has no effect on the curve's general shape or visual properties
- const float exposure_bias = 2.0f;
- const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
- const float B = 0.30f * exposure_bias;
- const float C = 0.10f;
- const float D = 0.20f;
- const float E = 0.01f;
- const float F = 0.30f;
- vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
- float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
- return color_tonemapped / white_tonemapped;
- }
- // Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
- // (MIT License).
- vec3 tonemap_aces(vec3 color, float white) {
- const float exposure_bias = 1.8f;
- const float A = 0.0245786f;
- const float B = 0.000090537f;
- const float C = 0.983729f;
- const float D = 0.432951f;
- const float E = 0.238081f;
- // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
- const mat3 rgb_to_rrt = mat3(
- vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
- vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
- vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
- const mat3 odt_to_rgb = mat3(
- vec3(1.60475f, -0.53108f, -0.07367f),
- vec3(-0.10208f, 1.10813f, -0.00605f),
- vec3(-0.00327f, -0.07276f, 1.07602f));
- color *= rgb_to_rrt;
- vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
- color_tonemapped *= odt_to_rgb;
- white *= exposure_bias;
- float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
- return color_tonemapped / white_tonemapped;
- }
- // Polynomial approximation of EaryChow's AgX sigmoid curve.
- // x must be within the range [0.0, 1.0]
- vec3 agx_contrast_approx(vec3 x) {
- // Generated with Excel trendline
- // Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
- // Additional padding values were added to give correct intersections at 0.0 and 1.0
- // 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
- vec3 x2 = x * x;
- vec3 x4 = x2 * x2;
- return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
- }
- // This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
- // This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
- // Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
- vec3 tonemap_agx(vec3 color) {
- // Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
- const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
- 0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
- 0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
- 0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);
- // Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
- const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
- 1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
- -0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
- -0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);
- // LOG2_MIN = -10.0
- // LOG2_MAX = +6.5
- // MIDDLE_GRAY = 0.18
- const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
- const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
- // Large negative values in one channel and large positive values in other
- // channels can result in a colour that appears darker and more saturated than
- // desired after passing it through the inset matrix. For this reason, it is
- // best to prevent negative input values.
- // This is done before the Rec. 2020 transform to allow the Rec. 2020
- // transform to be combined with the AgX inset matrix. This results in a loss
- // of color information that could be correctly interpreted within the
- // Rec. 2020 color space as positive RGB values, but it is less common for Godot
- // to provide this function with negative sRGB values and therefore not worth
- // the performance cost of an additional matrix multiplication.
- // A value of 2e-10 intentionally introduces insignificant error to prevent
- // log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
- // the matrix transform.
- color = max(color, 2e-10);
- // Do AGX in rec2020 to match Blender and then apply inset matrix.
- color = srgb_to_rec2020_agx_inset_matrix * color;
- // Log2 space encoding.
- // Must be clamped because agx_contrast_approx may not work
- // well with values outside of the range [0.0, 1.0]
- color = clamp(log2(color), min_ev, max_ev);
- color = (color - min_ev) / (max_ev - min_ev);
- // Apply sigmoid function approximation.
- color = agx_contrast_approx(color);
- // Convert back to linear before applying outset matrix.
- color = pow(color, vec3(2.4));
- // Apply outset to make the result more chroma-laden and then go back to linear sRGB.
- color = agx_outset_rec2020_to_srgb_matrix * color;
- // Blender's lusRGB.compensate_low_side is too complex for this shader, so
- // simply return the color, even if it has negative components. These negative
- // components may be useful for subsequent color adjustments.
- return color;
- }
- vec3 linear_to_srgb(vec3 color) {
- //if going to srgb, clamp from 0 to 1.
- color = clamp(color, vec3(0.0), vec3(1.0));
- const vec3 a = vec3(0.055f);
- return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
- }
- #define TONEMAPPER_LINEAR 0
- #define TONEMAPPER_REINHARD 1
- #define TONEMAPPER_FILMIC 2
- #define TONEMAPPER_ACES 3
- #define TONEMAPPER_AGX 4
- vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
- // Ensure color values passed to tonemappers are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- if (params.tonemapper == TONEMAPPER_LINEAR) {
- return color;
- } else if (params.tonemapper == TONEMAPPER_REINHARD) {
- return tonemap_reinhard(max(vec3(0.0f), color), white);
- } else if (params.tonemapper == TONEMAPPER_FILMIC) {
- return tonemap_filmic(max(vec3(0.0f), color), white);
- } else if (params.tonemapper == TONEMAPPER_ACES) {
- return tonemap_aces(max(vec3(0.0f), color), white);
- } else { // TONEMAPPER_AGX
- return tonemap_agx(color);
- }
- }
- #ifdef USE_MULTIVIEW
- vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later
- #else
- vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
- #endif // defined(USE_MULTIVIEW)
- vec3 glow = vec3(0.0f);
- if (params.glow_levels[0] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
- }
- if (params.glow_levels[1] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
- }
- if (params.glow_levels[2] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
- }
- if (params.glow_levels[3] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
- }
- if (params.glow_levels[4] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
- }
- if (params.glow_levels[5] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
- }
- if (params.glow_levels[6] > 0.0001) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
- }
- return glow;
- }
- #define GLOW_MODE_ADD 0
- #define GLOW_MODE_SCREEN 1
- #define GLOW_MODE_SOFTLIGHT 2
- #define GLOW_MODE_REPLACE 3
- #define GLOW_MODE_MIX 4
- vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
- if (params.glow_mode == GLOW_MODE_ADD) {
- return color + glow;
- } else if (params.glow_mode == GLOW_MODE_SCREEN) {
- // Needs color clamping.
- glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f));
- return max((color + glow) - (color * glow), vec3(0.0));
- } else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
- // Needs color clamping.
- glow.rgb = clamp(glow.rgb, vec3(0.0f), vec3(1.0f));
- glow = glow * vec3(0.5f) + vec3(0.5f);
- color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
- color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
- color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
- return color;
- } else { //replace
- return glow;
- }
- }
- vec3 apply_bcs(vec3 color, vec3 bcs) {
- color = mix(vec3(0.0f), color, bcs.x);
- color = mix(vec3(0.5f), color, bcs.y);
- color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
- return color;
- }
- #ifdef USE_1D_LUT
- vec3 apply_color_correction(vec3 color) {
- color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
- color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
- color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
- return color;
- }
- #else
- vec3 apply_color_correction(vec3 color) {
- return textureLod(source_color_correction, color, 0.0).rgb;
- }
- #endif
- #ifndef SUBPASS
- vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
- 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;
- #ifdef USE_MULTIVIEW
- vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- #else
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- #endif
- vec3 rgbM = color;
- vec3 luma = vec3(0.299, 0.587, 0.114);
- float lumaNW = dot(rgbNW, luma);
- float lumaNE = dot(rgbNE, luma);
- float lumaSW = dot(rgbSW, luma);
- float lumaSE = dot(rgbSE, luma);
- float lumaM = dot(rgbM, luma);
- 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)) *
- params.pixel_size;
- #ifdef USE_MULTIVIEW
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier;
- #else
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * params.luminance_multiplier;
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz) * params.luminance_multiplier;
- #endif
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
- return rgbA;
- } else {
- return rgbB;
- }
- }
- #endif // !SUBPASS
- // From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
- // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
- // NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
- vec3 screen_space_dither(vec2 frag_coord) {
- // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
- vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
- dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
- // Subtract 0.5 to avoid slightly brightening the whole viewport.
- return (dither.rgb - 0.5) / 255.0;
- }
- void main() {
- #ifdef SUBPASS
- // SUBPASS and USE_MULTIVIEW can be combined but in that case we're already reading from the correct layer
- vec4 color = subpassLoad(input_color);
- #elif defined(USE_MULTIVIEW)
- vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);
- #else
- vec4 color = textureLod(source_color, uv_interp, 0.0f);
- #endif
- color.rgb *= params.luminance_multiplier;
- // Exposure
- float exposure = params.exposure;
- #ifndef SUBPASS
- if (bool(params.flags & FLAG_USE_AUTO_EXPOSURE)) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale);
- }
- #endif
- color.rgb *= exposure;
- // Early Tonemap & SRGB Conversion
- #ifndef SUBPASS
- if (bool(params.flags & FLAG_USE_FXAA)) {
- // FXAA must be performed before glow to preserve the "bleed" effect of glow.
- color.rgb = do_fxaa(color.rgb, exposure, uv_interp);
- }
- if (bool(params.flags & FLAG_USE_GLOW) && params.glow_mode == GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
- if (params.glow_map_strength > 0.001) {
- glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
- }
- color.rgb = mix(color.rgb, glow, params.glow_intensity);
- }
- #endif
- color.rgb = apply_tonemapping(color.rgb, params.white);
- if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
- color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
- }
- #ifndef SUBPASS
- // Glow
- if (bool(params.flags & FLAG_USE_GLOW) && params.glow_mode != GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
- if (params.glow_map_strength > 0.001) {
- glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
- }
- // high dynamic range -> SRGB
- glow = apply_tonemapping(glow, params.white);
- if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
- glow = linear_to_srgb(glow);
- }
- color.rgb = apply_glow(color.rgb, glow);
- }
- #endif
- // Additional effects
- if (bool(params.flags & FLAG_USE_BCS)) {
- color.rgb = apply_bcs(color.rgb, params.bcs);
- }
- if (bool(params.flags & FLAG_USE_COLOR_CORRECTION)) {
- color.rgb = apply_color_correction(color.rgb);
- }
- if (bool(params.flags & FLAG_USE_DEBANDING)) {
- // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
- // Otherwise, we're adding noise to an already-quantized image.
- color.rgb += screen_space_dither(gl_FragCoord.xy);
- }
- frag_color = color;
- }
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