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@@ -3,7 +3,7 @@
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#pragma anki include "shaders/SimpleVert.glsl"
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#pragma anki include "shaders/SimpleVert.glsl"
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#pragma anki start fragmentShader
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#pragma anki start fragmentShader
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-#pragma anki include "shaders/CommonFrag.glsl"
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+#pragma anki include "shaders/Common.glsl"
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#pragma anki include "shaders/photoshop_filters.glsl"
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#pragma anki include "shaders/photoshop_filters.glsl"
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#pragma anki include "shaders/LinearDepth.glsl"
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#pragma anki include "shaders/LinearDepth.glsl"
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@@ -62,12 +62,12 @@ vec3 sharpen(in sampler2D tex, in vec2 texCoords)
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{
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{
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const float sharpenFactor = 0.25;
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const float sharpenFactor = 0.25;
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- vec3 col = texture(tex, texCoords).rgb;
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+ vec3 col = textureFai(tex, texCoords).rgb;
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- vec3 col2 = texture(tex, texCoords + KERNEL[0]).rgb;
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+ vec3 col2 = textureFai(tex, texCoords + KERNEL[0]).rgb;
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for(int i = 1; i < 8; i++)
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for(int i = 1; i < 8; i++)
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{
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{
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- col2 += texture(tex, texCoords + KERNEL[i]).rgb;
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+ col2 += textureFai(tex, texCoords + KERNEL[i]).rgb;
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}
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}
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return col * (8.0 * sharpenFactor + 1.0) - sharpenFactor * col2;
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return col * (8.0 * sharpenFactor + 1.0) - sharpenFactor * col2;
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@@ -76,11 +76,11 @@ vec3 sharpen(in sampler2D tex, in vec2 texCoords)
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//==============================================================================
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//==============================================================================
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vec3 erosion(in sampler2D tex, in vec2 texCoords)
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vec3 erosion(in sampler2D tex, in vec2 texCoords)
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{
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{
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- vec3 minValue = texture(tex, texCoords).rgb;
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+ vec3 minValue = textureFai(tex, texCoords).rgb;
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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- vec3 tmpCol = textureLod(tex, texCoords + KERNEL[i], 0.0).rgb;
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+ vec3 tmpCol = textureFai(tex, texCoords + KERNEL[i]).rgb;
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minValue = min(tmpCol, minValue);
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minValue = min(tmpCol, minValue);
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}
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}
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@@ -93,22 +93,22 @@ void main(void)
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#if defined(SHARPEN_ENABLED)
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#if defined(SHARPEN_ENABLED)
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fColor = sharpen(isFai, vTexCoords);
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fColor = sharpen(isFai, vTexCoords);
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#else
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#else
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- fColor = texture(isFai, vTexCoords).rgb;
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+ fColor = textureFai(isFai, vTexCoords).rgb;
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#endif
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#endif
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//fColor = erosion(isFai, vTexCoords);
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//fColor = erosion(isFai, vTexCoords);
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#if defined(HDR_ENABLED)
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#if defined(HDR_ENABLED)
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- vec3 hdr = texture(ppsHdrFai, vTexCoords).rgb;
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+ vec3 hdr = textureFai(ppsHdrFai, vTexCoords).rgb;
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fColor += hdr;
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fColor += hdr;
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#endif
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#endif
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#if defined(SSAO_ENABLED)
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#if defined(SSAO_ENABLED)
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- float ssao = texture(ppsSsaoFai, vTexCoords).r;
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+ float ssao = textureFai(ppsSsaoFai, vTexCoords).r;
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fColor *= ssao;
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fColor *= ssao;
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#endif
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#endif
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#if defined(LF_ENABLED)
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#if defined(LF_ENABLED)
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- vec3 lf = texture(ppsLfFai, vTexCoords).rgb;
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+ vec3 lf = textureFai(ppsLfFai, vTexCoords).rgb;
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fColor += lf;
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fColor += lf;
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#endif
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#endif
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