Files
kraken/kraken_standard_assets_ios/Shaders/PostShader.fsh
Kearwood Gilbert ef5b940eaf Windows port WIP
--HG--
branch : feature-windows-support
2017-01-08 21:20:53 -08:00

196 lines
7.3 KiB
GLSL
Executable File

// Copyright 2012 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
varying mediump vec2 textureCoordinate;
precision lowp float;
#if ENABLE_VIDEO_BG == 1
uniform lowp sampler2D videoFrame;
#endif
#if ENABLE_FADE_COLOR == 1
uniform lowp vec4 fade_color;
#endif
uniform lowp sampler2D renderFrame;
uniform lowp sampler2D depthFrame;
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
uniform lowp sampler2D volumetricEnvironmentFrame;
#endif
void main()
{
lowp vec4 renderColor = texture2D(renderFrame, textureCoordinate);
#if DOF_QUALITY > 0 || ENABLE_FLASH == 1
mediump float depth = texture2D(depthFrame, textureCoordinate).r;
#endif
mediump vec4 pixelColor = renderColor;
#if DOF_QUALITY == 2
// Render high quality circle of confusion
// __XXX__
// _XXXXX_
// _XXXXX_
// _XXXXX_
// __XXX__
mediump float cf1 = PIXEL_SHIFT_1;
mediump float cf2 = PIXEL_SHIFT_2;
mediump float bx1 = textureCoordinate.s + cf1;
mediump float bx2 = textureCoordinate.s + cf2;
mediump float bxm1 = textureCoordinate.s - cf1;
mediump float bxm2 = textureCoordinate.s - cf2;
mediump float by1 = textureCoordinate.t + cf1;
mediump float by2 = textureCoordinate.t + cf2;
mediump float bym1 = textureCoordinate.t - cf1;
mediump float bym2 = textureCoordinate.t - cf2;
pixelColor += texture2D(renderFrame, vec2(bx1, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bxm1, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bx2, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bxm2, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by1));
pixelColor += texture2D(renderFrame, vec2(bx1, by1));
pixelColor += texture2D(renderFrame, vec2(bxm1, by1));
pixelColor += texture2D(renderFrame, vec2(bx2, by1));
pixelColor += texture2D(renderFrame, vec2(bxm2, by1));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by2));
pixelColor += texture2D(renderFrame, vec2(bx1, by2));
pixelColor += texture2D(renderFrame, vec2(bxm1, by2));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s,bym1));
pixelColor += texture2D(renderFrame, vec2(bx1,bym1));
pixelColor += texture2D(renderFrame, vec2(bxm1,bym1));
pixelColor += texture2D(renderFrame, vec2(bx2,bym1));
pixelColor += texture2D(renderFrame, vec2(bxm2,bym1));
pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
pixelColor += texture2D(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 += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor /= 13.0;
#endif
// DOF_QUALITY == 1
#if DOF_QUALITY > 0
mediump float focusDepth = texture2D(depthFrame, vec2(0.5, 0.5)).r;
mediump 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 ----
/*
// Overlay video background
if(depth == 1.0) {
//FILTER COLOR BY CALCULATING PER PIXEL DOT PRODUCT
pixelColor = vec4(dot(vec3(texture2D(videoFrame, textureCoordinate)), vec3(.222, .707, .071)));
}
*/
// ---- VIDEO_BG END ----
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
pixelColor += texture2D(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
gl_FragColor = pixelColor;
//PASSTHROUGH STATEMENT
// gl_FragColor = texture2D(depthFrame, textureCoordinate);
//gl_FragColor = vec4(vec3(blurAmount), 1.0);
}