// // post_fx.frag // Kraken Engine // // Copyright 2024 Kearwood Gilbert. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of Kearwood Gilbert. // #define ENABLE_VIDEO_BG 0 #define PIXEL_SHIFT_1 0.001 #define PIXEL_SHIFT_2 0.002 #define PIXEL_SHIFT_3 0.003 #define PIXEL_SHIFT_4 0.004 in vec2 textureCoordinate; #if ENABLE_VIDEO_BG == 1 uniform sampler2D videoFrame; #endif #if ENABLE_FADE_COLOR == 1 uniform vec4 fade_color; #endif uniform sampler2D renderFrame; uniform sampler2D depthFrame; #if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1 uniform sampler2D volumetricEnvironmentFrame; #endif out vec4 colorOut; void main() { vec4 renderColor = texture(renderFrame, textureCoordinate); #if DOF_QUALITY > 0 || ENABLE_FLASH == 1 float depth = texture(depthFrame, textureCoordinate).r; #endif vec4 pixelColor = renderColor; #if DOF_QUALITY == 2 // Render high quality circle of confusion // __XXX__ // _XXXXX_ // _XXXXX_ // _XXXXX_ // __XXX__ float cf1 = PIXEL_SHIFT_1; float cf2 = PIXEL_SHIFT_2; float bx1 = textureCoordinate.s + cf1; float bx2 = textureCoordinate.s + cf2; float bxm1 = textureCoordinate.s - cf1; float bxm2 = textureCoordinate.s - cf2; float by1 = textureCoordinate.t + cf1; float by2 = textureCoordinate.t + cf2; float bym1 = textureCoordinate.t - cf1; float bym2 = textureCoordinate.t - cf2; pixelColor += texture(renderFrame, vec2(bx1, textureCoordinate.t)); pixelColor += texture(renderFrame, vec2(bxm1, textureCoordinate.t)); pixelColor += texture(renderFrame, vec2(bx2, textureCoordinate.t)); pixelColor += texture(renderFrame, vec2(bxm2, textureCoordinate.t)); pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by1)); pixelColor += texture(renderFrame, vec2(bx1, by1)); pixelColor += texture(renderFrame, vec2(bxm1, by1)); pixelColor += texture(renderFrame, vec2(bx2, by1)); pixelColor += texture(renderFrame, vec2(bxm2, by1)); pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by2)); pixelColor += texture(renderFrame, vec2(bx1, by2)); pixelColor += texture(renderFrame, vec2(bxm1, by2)); pixelColor += texture(renderFrame, vec2(textureCoordinate.s,bym1)); pixelColor += texture(renderFrame, vec2(bx1,bym1)); pixelColor += texture(renderFrame, vec2(bxm1,bym1)); pixelColor += texture(renderFrame, vec2(bx2,bym1)); pixelColor += texture(renderFrame, vec2(bxm2,bym1)); pixelColor += texture(renderFrame, vec2(bx1, bym2)); pixelColor += texture(renderFrame, vec2(bx1, bym2)); pixelColor += texture(renderFrame, vec2(bxm1, bym2)); pixelColor /= 21.0; #endif // DOF_QUALITY == 2 #if DOF_QUALITY == 1 // Render low quality circle of confusion // ___X___ // __XXX__ // _XXXXX_ // __XXX__ // ___X___ pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2)); pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0)); pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0)); pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0)); pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0)); pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1)); pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2)); pixelColor /= 13.0; #endif // DOF_QUALITY == 1 #if DOF_QUALITY > 0 float focusDepth = texture(depthFrame, vec2(0.5, 0.5)).r; float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0); pixelColor = pixelColor * blurAmount + renderColor * (1.0 - blurAmount); #endif // ---- DEPTH_OF_FIELD END ---- // ---- NIGHT_TIME START ---- #if ENABLE_FLASH == 1 // Un-comment to enable night time / flash effect pixelColor *= vec4(vec3(1.0 - clamp((depth - FLASH_DEPTH) / FLASH_FALLOFF, 0.0, 1.0)) * FLASH_INTENSITY, 1.0); //pixelColor *= vec4(vec3(clamp(1.0 / (depth - FLASH_DEPTH) * FLASH_FALLOFF, 0.0, 1.0) * FLASH_INTENSITY), 1.0); #endif // ---- NIGHT_TIME END ---- // ---- VIDEO_BG START ---- // ---- VIDEO_BG END ---- #if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1 pixelColor += texture(volumetricEnvironmentFrame, textureCoordinate); #endif // ---- VIGNETTE START ---- // Render vignette effect #if ENABLE_VIGNETTE == 1 pixelColor *= vec4(vec3(clamp(1.0 - (distance(textureCoordinate, vec2(0.5, 0.5)) - VIGNETTE_RADIUS) / VIGNETTE_FALLOFF, 0.0, 1.0)), 1.0); #endif // ---- VIGNETTE END ---- #if ENABLE_FADE_COLOR == 1 pixelColor.rgb = mix(pixelColor.rgb, fade_color.rgb, fade_color.a); #endif colorOut = pixelColor; //PASSTHROUGH STATEMENT // colorOut = texture(depthFrame, textureCoordinate); //colorOut = vec4(vec3(blurAmount), 1.0); colorOut = vec4(0.0, 0.0, 1.0, 1.0); // FINDME, KIP!!, HACK!! }