54 lines
1.6 KiB
GLSL
54 lines
1.6 KiB
GLSL
#version {{version}}
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// pathfinder/resources/shaders/post.fs.glsl
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//
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// Copyright © 2019 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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// TODO(pcwalton): This could be significantly optimized by operating on a
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// sparse per-tile basis.
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precision highp float;
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uniform sampler2D uSource;
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uniform vec2 uFramebufferSize;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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{{{include_post_gamma_correct}}}
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{{{include_post_convolve}}}
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// Convolve horizontally in this pass.
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float sample1Tap(float offset) {
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return texture(uSource, vec2(vTexCoord.x + offset, vTexCoord.y)).r;
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}
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void main() {
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// Apply defringing if necessary.
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vec4 fgColor = texture(uSource, vTexCoord);
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if (uKernel.w != 0.0) {
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vec4 alphaLeft, alphaRight;
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float alphaCenter;
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sample9Tap(alphaLeft, alphaCenter, alphaRight, 1.0 / uFramebufferSize.x);
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fgColor.rgb =
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vec3(convolve7Tap(alphaLeft, vec3(alphaCenter, alphaRight.xy)),
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convolve7Tap(vec4(alphaLeft.yzw, alphaCenter), alphaRight.xyz),
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convolve7Tap(vec4(alphaLeft.zw, alphaCenter, alphaRight.x), alphaRight.yzw));
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}
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// Apply gamma correction if necessary.
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if (uGammaCorrectionBGColor.a > 0.0)
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fgColor.rgb = gammaCorrect(fgColor.rgb);
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// Finish.
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oFragColor = fgColor;
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}
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