minetest/client/shaders/second_stage/opengl_fragment.glsl

101 lines
2.0 KiB
GLSL

#define rendered texture0
#define bloom texture1
uniform sampler2D rendered;
uniform sampler2D bloom;
uniform mediump float exposureFactor = 2.5;
uniform lowp float bloomIntensity = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#if ENABLE_BLOOM
vec4 applyBloom(vec4 color, vec2 uv)
{
float bias = bloomIntensity;
vec4 bloom = texture2D(bloom, uv);
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 && uv.y < 0.5)
return vec4(bloom.rgb, color.a);
if (uv.x < 0.5)
return color;
#endif
color.rgb = mix(color.rgb, bloom.rgb, bias);
return color;
}
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
B = 0.30;
C = 0.10;
D = 0.20;
E = 0.01;
F = 0.30;
W = 11.2;
equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
*/
vec3 uncharted2Tonemap(vec3 x)
{
return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
}
vec4 applyToneMapping(vec4 color)
{
const float exposureBias = 2.0;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
return color;
}
#endif
void main(void)
{
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2));
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
color.rgb *= exposureFactor;
}
#if ENABLE_BLOOM
color = applyBloom(color, uv);
#endif
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
#else
color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
#endif
}
color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
// return to sRGB colorspace (approximate)
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}