engine/bin/data/shaders/display/renderTarget/postProcess.chromab.frag.glsl

80 lines
1.8 KiB
GLSL

#version 450
#pragma shader_stage(fragment)
#extension GL_EXT_samplerless_texture_functions : require
layout (location = 0) in vec2 inUv;
layout (location = 1) flat in uint inPass;
layout (location = 0) out vec4 outColor;
layout (binding = 0) uniform sampler2D samplerColor;
layout (binding = 1) uniform UBO {
float curTime;
float gamma;
float exposure;
uint padding;
} ubo;
#define TONE_MAP 1
#define GAMMA_CORRECT 1
#define TEXTURES 1
#include "../../common/macros.h"
#include "../../common/structs.h"
#include "../../common/functions.h"
vec2 barrelDistortion(vec2 coord, float amt) {
vec2 cc = coord - 0.5;
float dist = dot(cc, cc);
return coord + cc * dist * amt;
}
float sat( float t ) {
return clamp( t, 0.0, 1.0 );
}
float linterp( float t ) {
return sat( 1.0 - abs( 2.0*t - 1.0 ) );
}
float remap( float t, float a, float b ) {
return sat( (t - a) / (b - a) );
}
vec4 spectrumOffset( float t ) {
vec4 ret;
float lo = step(t,0.5);
float hi = 1.0-lo;
float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );
ret = vec4(lo,1.0,hi, 1.) * vec4(1.0-w, w, 1.0-w, 1.);
return pow( ret, vec4(1.0/2.2) );
}
const float MAX_DISTORT = 0.125;
const int ITERATIONS = 32;
const float ITERATIONS_RECIP = 1.0 / float(ITERATIONS);
void main() {
const vec2 screenResolution = textureSize( samplerColor, 0 );
const vec2 uv = (inUv.xy); // * 2.0 - 1.0);
vec4 colorSigma = vec4(0.0);
vec4 wSigma = vec4(0.0);
for ( uint i=0; i < ITERATIONS;++i ) {
float t = float(i) * ITERATIONS_RECIP;
vec4 w = spectrumOffset( t );
wSigma += w;
colorSigma += w * texture(samplerColor, barrelDistortion(uv, MAX_DISTORT * t * 0.6 ));
}
outColor = colorSigma / wSigma;
#if TONE_MAP
toneMap(outColor, ubo.exposure);
#endif
#if GAMMA_CORRECT
gammaCorrect(outColor, ubo.gamma);
#endif
}