mirror of
https://github.com/minetest/minetest.git
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159 lines
3.8 KiB
GLSL
159 lines
3.8 KiB
GLSL
#define rendered texture0
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#define bloom texture1
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#ifdef GL_ES
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// Dithering requires sufficient floating-point precision
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#ifndef GL_FRAGMENT_PRECISION_HIGH
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#undef ENABLE_DITHERING
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#endif
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#endif
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struct ExposureParams {
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float compensationFactor;
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};
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uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform vec2 texelSize0;
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uniform ExposureParams exposureParams;
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uniform lowp float bloomIntensity;
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uniform lowp float saturation;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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#ifdef ENABLE_AUTO_EXPOSURE
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varying float exposure; // linear exposure factor, see vertex shader
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#endif
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#ifdef ENABLE_BLOOM
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vec4 applyBloom(vec4 color, vec2 uv)
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{
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vec3 light = texture2D(bloom, uv).rgb;
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 && uv.y < 0.5)
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return vec4(light, color.a);
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if (uv.x < 0.5)
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return color;
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#endif
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color.rgb = mix(color.rgb, light, bloomIntensity);
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return color;
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}
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#endif
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#if ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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C = 0.10;
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D = 0.20;
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E = 0.01;
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F = 0.30;
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W = 11.2;
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equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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*/
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vec3 uncharted2Tonemap(vec3 x)
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{
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return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
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}
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vec4 applyToneMapping(vec4 color)
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{
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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vec3 applySaturation(vec3 color, float factor)
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{
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// Calculate the perceived luminosity from the RGB color.
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// See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
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float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
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return mix(vec3(brightness), color, factor);
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}
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#ifdef ENABLE_DITHERING
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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vec3 screen_space_dither(highp vec2 frag_coord) {
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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highp vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
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dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
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// Subtract 0.5 to avoid slightly brightening the whole viewport.
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return (dither.rgb - 0.5) / 255.0;
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}
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#endif
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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#ifdef ENABLE_SSAA
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vec4 color = vec4(0.);
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for (float dx = 1.; dx < SSAA_SCALE; dx += 2.)
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for (float dy = 1.; dy < SSAA_SCALE; dy += 2.)
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color += texture2D(rendered, uv + texelSize0 * vec2(dx, dy)).rgba;
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color /= SSAA_SCALE * SSAA_SCALE / 4.;
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#else
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vec4 color = texture2D(rendered, uv).rgba;
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#endif
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// translate to linear colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(2.2));
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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{
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color.rgb *= exposureParams.compensationFactor;
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#ifdef ENABLE_AUTO_EXPOSURE
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color.rgb *= exposure;
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#endif
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}
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#ifdef ENABLE_BLOOM
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color = applyBloom(color, uv);
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#endif
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color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
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// return to sRGB colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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{
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#if ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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#endif
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color.rgb = applySaturation(color.rgb, saturation);
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}
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#ifdef ENABLE_DITHERING
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// Apply dithering just before quantisation
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color.rgb += screen_space_dither(gl_FragCoord.xy);
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#endif
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gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
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}
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