pathfinder/resources/shaders/gl3/post.fs.glsl

126 lines
2.4 KiB
GLSL

#version {{version}}
#extension GL_GOOGLE_include_directive : enable
precision highp float;
uniform sampler2D uSource;
uniform vec2 uSourceSize;
uniform vec4 uFGColor;
uniform vec4 uBGColor;
uniform int uGammaCorrectionEnabled;
in vec2 vTexCoord;
out vec4 oFragColor;
uniform sampler2D uGammaLUT;
float gammaCorrectChannel(float bgColor, float fgColor){
return texture(uGammaLUT, vec2(fgColor, 1.0 - bgColor)). r;
}
vec3 gammaCorrect(vec3 bgColor, vec3 fgColor){
return vec3(gammaCorrectChannel(bgColor . r, fgColor . r),
gammaCorrectChannel(bgColor . g, fgColor . g),
gammaCorrectChannel(bgColor . b, fgColor . b));
}
uniform vec4 uKernel;
float sample1Tap(float offset);
void sample9Tap(out vec4 outAlphaLeft,
out float outAlphaCenter,
out vec4 outAlphaRight,
float onePixel){
outAlphaLeft = vec4(uKernel . x > 0.0 ? sample1Tap(- 4.0 * onePixel): 0.0,
sample1Tap(- 3.0 * onePixel),
sample1Tap(- 2.0 * onePixel),
sample1Tap(- 1.0 * onePixel));
outAlphaCenter = sample1Tap(0.0);
outAlphaRight = vec4(sample1Tap(1.0 * onePixel),
sample1Tap(2.0 * onePixel),
sample1Tap(3.0 * onePixel),
uKernel . x > 0.0 ? sample1Tap(4.0 * onePixel): 0.0);
}
float convolve7Tap(vec4 alpha0, vec3 alpha1){
return dot(alpha0, uKernel)+ dot(alpha1, uKernel . zyx);
}
float sample1Tap(float offset){
return texture(uSource, vec2(vTexCoord . x + offset, vTexCoord . y)). r;
}
void main(){
vec3 alpha;
if(uKernel . w == 0.0){
alpha = texture(uSource, vTexCoord). rrr;
} else {
vec4 alphaLeft, alphaRight;
float alphaCenter;
sample9Tap(alphaLeft, alphaCenter, alphaRight, 1.0 / uSourceSize . x);
float r = convolve7Tap(alphaLeft, vec3(alphaCenter, alphaRight . xy));
float g = convolve7Tap(vec4(alphaLeft . yzw, alphaCenter), alphaRight . xyz);
float b = convolve7Tap(vec4(alphaLeft . zw, alphaCenter, alphaRight . x), alphaRight . yzw);
alpha = vec3(r, g, b);
}
if(uGammaCorrectionEnabled != 0)
alpha = gammaCorrect(uBGColor . rgb, alpha);
oFragColor = vec4(mix(uBGColor . rgb, uFGColor . rgb, alpha), 1.0);
}