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151 lines
5.6 KiB
GLSL
151 lines
5.6 KiB
GLSL
/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#[vertex]
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#version 450
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layout(location = 0) out vec2 tex_coord;
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layout(location = 1) out vec4 offset;
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layout(push_constant, std430) uniform Params {
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vec2 inv_size;
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vec2 pad;
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}
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params;
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void main() {
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vec2 vertex_base;
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if (gl_VertexIndex == 0) {
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vertex_base = vec2(-1.0, -1.0);
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} else if (gl_VertexIndex == 1) {
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vertex_base = vec2(-1.0, 3.0);
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} else {
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vertex_base = vec2(3.0, -1.0);
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}
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gl_Position = vec4(vertex_base, 0.0, 1.0);
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tex_coord = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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offset = fma(params.inv_size.xyxy, vec4(1.0, 0.0, 0.0, 1.0), tex_coord.xyxy);
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}
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#[fragment]
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#version 450
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layout(location = 0) in vec2 tex_coord;
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layout(location = 1) in vec4 offset;
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layout(set = 0, binding = 0) uniform sampler2D color_tex;
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layout(set = 1, binding = 0) uniform sampler2D blend_tex;
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layout(location = 0) out vec4 out_color;
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#define FLAG_USE_8_BIT_DEBANDING (1 << 0)
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#define FLAG_USE_10_BIT_DEBANDING (1 << 1)
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layout(push_constant, std430) uniform Params {
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vec2 inv_size;
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uint flags;
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float pad;
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}
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params;
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#define textureLinear(tex, uv) srgb_to_linear(textureLod(tex, uv, 0.0).rgb)
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vec3 linear_to_srgb(vec3 color) {
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// If going to srgb, clamp from 0 to 1.
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color = clamp(color, vec3(0.0), vec3(1.0));
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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vec3 srgb_to_linear(vec3 color) {
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return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
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}
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void SMAAMovc(bvec2 cond, inout vec2 variable, vec2 value) {
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if (cond.x) {
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variable.x = value.x;
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}
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if (cond.y) {
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variable.y = value.y;
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}
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}
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void SMAAMovc(bvec4 cond, inout vec4 variable, vec4 value) {
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SMAAMovc(cond.xy, variable.xy, value.xy);
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SMAAMovc(cond.zw, variable.zw, value.zw);
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}
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// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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// This dithering must be applied after encoding changes (linear/nonlinear) have been applied
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// as the final step before quantization from floating point to integer values.
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vec3 screen_space_dither(vec2 frag_coord, float bit_alignment_diviser) {
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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// Removed the time component to avoid passing time into this shader.
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vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
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dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
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// Subtract 0.5 to avoid slightly brightening the whole viewport.
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// Use a dither strength of 100% rather than the 37.5% suggested by the original source.
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return (dither.rgb - 0.5) / bit_alignment_diviser;
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}
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void main() {
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vec4 a;
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a.x = texture(blend_tex, offset.xy).a;
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a.y = texture(blend_tex, offset.zw).g;
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a.wz = texture(blend_tex, tex_coord).xz;
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if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
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out_color = textureLod(color_tex, tex_coord, 0.0);
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} else {
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bool h = max(a.x, a.z) > max(a.y, a.w);
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vec4 blending_offset = vec4(0.0, a.y, 0.0, a.w);
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vec2 blending_weight = a.yw;
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SMAAMovc(bvec4(h, h, h, h), blending_offset, vec4(a.x, 0.0, a.z, 0.0));
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SMAAMovc(bvec2(h, h), blending_weight, a.xz);
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blending_weight /= dot(blending_weight, vec2(1.0, 1.0));
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vec4 blending_coord = fma(blending_offset, vec4(params.inv_size.xy, -params.inv_size.xy), tex_coord.xyxy);
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out_color.rgb = blending_weight.x * textureLinear(color_tex, blending_coord.xy);
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out_color.rgb += blending_weight.y * textureLinear(color_tex, blending_coord.zw);
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out_color.rgb = linear_to_srgb(out_color.rgb);
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out_color.a = texture(color_tex, tex_coord).a;
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}
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if (bool(params.flags & FLAG_USE_8_BIT_DEBANDING)) {
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// Divide by 255 to align to 8-bit quantization.
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out_color.rgb += screen_space_dither(gl_FragCoord.xy, 255.0);
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} else if (bool(params.flags & FLAG_USE_10_BIT_DEBANDING)) {
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// Divide by 1023 to align to 10-bit quantization.
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out_color.rgb += screen_space_dither(gl_FragCoord.xy, 1023.0);
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}
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}
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