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200 lines
5.9 KiB
GLSL
200 lines
5.9 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_default =
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#[specializations]
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USE_MULTIVIEW = false
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USE_GLOW = false
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USE_LUMINANCE_MULTIPLIER = false
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USE_BCS = false
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USE_COLOR_CORRECTION = false
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USE_1D_LUT = false
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USE_SSAO_ABYSS = false
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USE_SSAO_LOW = false
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USE_SSAO_MED = false
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USE_SSAO_HIGH = false
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USE_SSAO_MEGA = false
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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/* clang-format on */
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out vec2 uv_interp;
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void main() {
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uv_interp = vertex_attrib * 0.5 + 0.5;
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gl_Position = vec4(vertex_attrib, 1.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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/* clang-format on */
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// If we reach this code, we always tonemap.
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#define APPLY_TONEMAPPING
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#include "../tonemap_inc.glsl"
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#ifdef USE_MULTIVIEW
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uniform sampler2DArray source_color; // texunit:0
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#else
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uniform sampler2D source_color; // texunit:0
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#endif // USE_MULTIVIEW
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uniform float view;
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uniform float luminance_multiplier;
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#ifdef USE_GLOW
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uniform sampler2D glow_color; // texunit:1
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uniform vec2 pixel_size;
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uniform float glow_intensity;
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uniform float srgb_white;
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vec4 get_glow_color(vec2 uv) {
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vec2 half_pixel = pixel_size * 0.5;
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vec4 color = textureLod(glow_color, uv + vec2(-half_pixel.x * 2.0, 0.0), 0.0);
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color += textureLod(glow_color, uv + vec2(-half_pixel.x, half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(0.0, half_pixel.y * 2.0), 0.0);
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color += textureLod(glow_color, uv + vec2(half_pixel.x, half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(half_pixel.x * 2.0, 0.0), 0.0);
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color += textureLod(glow_color, uv + vec2(half_pixel.x, -half_pixel.y), 0.0) * 2.0;
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color += textureLod(glow_color, uv + vec2(0.0, -half_pixel.y * 2.0), 0.0);
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color += textureLod(glow_color, uv + vec2(-half_pixel.x, -half_pixel.y), 0.0) * 2.0;
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#ifdef USE_LUMINANCE_MULTIPLIER
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color = color / luminance_multiplier;
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#endif
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return color / 12.0;
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}
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#endif // USE_GLOW
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#ifdef USE_COLOR_CORRECTION
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#ifdef USE_1D_LUT
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uniform sampler2D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
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color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
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color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
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return color;
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}
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#else
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uniform sampler3D source_color_correction; //texunit:2
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vec3 apply_color_correction(vec3 color) {
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return textureLod(source_color_correction, color, 0.0).rgb;
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}
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#endif // USE_1D_LUT
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#endif // USE_COLOR_CORRECTION
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#if defined(USE_SSAO_ABYSS) || defined(USE_SSAO_LOW) || defined(USE_SSAO_MED) || defined(USE_SSAO_HIGH) || defined(USE_SSAO_MEGA)
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#define USE_SOME_SSAO
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uniform float ssao_intensity;
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uniform float ssao_radius_frac;
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uniform vec2 ssao_prn_UV;
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#ifdef USE_MULTIVIEW
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// VR will have 2 depth buffers.
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uniform sampler2DArray depth_buffer_array; // texunit:3
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#else
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uniform sampler2D depth_buffer; // texunit:3
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#endif
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#if defined(USE_SSAO_ABYSS)
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// Use the tiny 2-sample version.
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#include "../s4ao_micro_inc.glsl"
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#elif defined(USE_SSAO_HIGH) || defined(USE_SSAO_MEGA)
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// Use the rings version for the higher qualities.
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#include "../s4ao_mega_inc.glsl"
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#else
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// Use the more generic NxN grid version.
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#include "../s4ao_inc.glsl"
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#endif
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#endif
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in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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void main() {
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#ifdef USE_MULTIVIEW
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vec4 color = texture(source_color, vec3(uv_interp, view));
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#else
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vec4 color = texture(source_color, uv_interp);
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#endif
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#ifdef USE_LUMINANCE_MULTIPLIER
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color = color / luminance_multiplier;
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#endif
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#ifdef USE_GLOW
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// Glow blending is performed before srgb_to_linear because
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// the glow texture was created from a nonlinear sRGB-encoded
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// scene, so it only makes sense to add this glow to an equally
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// nonlinear sRGB-encoded scene.
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vec4 glow = get_glow_color(uv_interp) * glow_intensity;
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// Glow always uses the screen blend mode in the Compatibility renderer:
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// Glow cannot be above 1.0 after normalizing and should be non-negative
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// to produce expected results. It is possible that glow can be negative
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// if negative lights were used in the scene.
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// We clamp to srgb_white because glow will be normalized to this range.
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// Note: srgb_white cannot be smaller than the maximum output value (1.0).
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glow.rgb = clamp(glow.rgb, 0.0, srgb_white);
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// Normalize to srgb_white range.
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//glow.rgb /= srgb_white;
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//color.rgb /= srgb_white;
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//color.rgb = (color.rgb + glow.rgb) - (color.rgb * glow.rgb);
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// Expand back to original range.
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//color.rgb *= srgb_white;
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// The following is a mathematically simplified version of the above.
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color.rgb = color.rgb + glow.rgb - (color.rgb * glow.rgb / srgb_white);
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#endif // USE_GLOW
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color.rgb = srgb_to_linear(color.rgb);
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#if defined(USE_SOME_SSAO)
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// Putting SSAO after the conversion to linear color, though it might be better before the glow.
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color.rgb *= s4ao(uv_interp); // The USE_SSAO_X controls the number of samples.
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#endif
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color.rgb = apply_tonemapping(color.rgb, white);
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#ifdef USE_BCS
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// Apply brightness:
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// Apply to relative luminance. This ensures that the hue and saturation of
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// colors is not affected by the adjustment, but requires the multiplication
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// to be performed on linear-encoded values.
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color.rgb = color.rgb * brightness;
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color.rgb = linear_to_srgb(color.rgb);
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// Apply contrast:
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// By applying contrast to RGB values that are perceptually uniform (nonlinear),
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// the darkest values are not hard-clipped as badly, which produces a
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// higher quality contrast adjustment and maintains compatibility with
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// existing projects.
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color.rgb = mix(vec3(0.5), color.rgb, contrast);
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// Apply saturation:
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// By applying saturation adjustment to nonlinear sRGB-encoded values with
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// even weights the preceived brightness of blues are affected, but this
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// maintains compatibility with existing projects.
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color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * (1.0 / 3.0)), color.rgb, saturation);
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#else
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color.rgb = linear_to_srgb(color.rgb);
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#endif // USE_BCS
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#ifdef USE_COLOR_CORRECTION
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color.rgb = apply_color_correction(color.rgb);
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#endif
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frag_color = color;
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}
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