Urho3D/bin/CoreData/Shaders/GLSL/PostProcess.glsl

90 lines
2.4 KiB
GLSL

#ifdef COMPILEPS
const float PI = 3.14159265;
vec2 Noise(vec2 coord)
{
float noiseX = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453), 0.0, 1.0);
float noiseY = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233) * 2.0)) * 43758.5453), 0.0, 1.0);
return vec2(noiseX, noiseY);
}
// Adapted: http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
vec4 GaussianBlur(int blurKernelSize, vec2 blurDir, vec2 blurRadius, float sigma, sampler2D texSampler, vec2 texCoord)
{
int blurKernelSizeHalfSize = blurKernelSize / 2;
// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
vec3 gaussCoeff;
gaussCoeff.x = 1.0 / (sqrt(2.0 * PI) * sigma);
gaussCoeff.y = exp(-0.5 / (sigma * sigma));
gaussCoeff.z = gaussCoeff.y * gaussCoeff.y;
vec2 blurVec = blurRadius * blurDir;
vec4 avgValue = vec4(0.0);
float gaussCoeffSum = 0.0;
avgValue += texture2D(texSampler, texCoord) * gaussCoeff.x;
gaussCoeffSum += gaussCoeff.x;
gaussCoeff.xy *= gaussCoeff.yz;
for (int i = 1; i <= blurKernelSizeHalfSize; i++)
{
avgValue += texture2D(texSampler, texCoord - float(i) * blurVec) * gaussCoeff.x;
avgValue += texture2D(texSampler, texCoord + float(i) * blurVec) * gaussCoeff.x;
gaussCoeffSum += 2.0 * gaussCoeff.x;
gaussCoeff.xy *= gaussCoeff.yz;
}
return avgValue / gaussCoeffSum;
}
const vec3 LumWeights = vec3(0.2126, 0.7152, 0.0722);
vec3 ReinhardEq3Tonemap(vec3 x)
{
return x / (1.0 + x);
}
vec3 ReinhardEq4Tonemap(vec3 x, float white)
{
return x * (1.0 + x / white) / (1.0 + x);
}
// Unchared2 tone mapping (See http://filmicgames.com)
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
vec3 Uncharted2Tonemap(vec3 x)
{
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
#ifndef GL_ES
vec3 ColorCorrection(vec3 color, sampler3D lut)
{
float lutSize = 16.0;
float scale = (lutSize - 1.0) / lutSize;
float offset = 1.0 / (2.0 * lutSize);
return texture3D(lut, clamp(color, 0.0, 1.0) * scale + offset).rgb;
}
#endif
const float Gamma = 2.2;
const float InverseGamma = 1.0 / 2.2;
vec3 ToGamma(vec3 color)
{
return vec3(pow(color.r, Gamma), pow(color.g, Gamma), pow(color.b, Gamma));
}
vec3 ToInverseGamma(vec3 color)
{
return vec3(pow(color.r, InverseGamma), pow(color.g, InverseGamma), pow(color.b, InverseGamma));
}
#endif