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$input a_position
$output v_pos, v_texcoord0, v_texcoord1, v_texcoord2
#include "common.sh"
#include "globals.sh"
SAMPLER2D(s_texture, 0);
SAMPLER2D(s_mask, 1);
// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
uniform vec4 u_textureSize;
uniform vec4 u_params1;
uniform vec4 u_params2;
vec4 convertPosition(vec4 p, float scale)
{
#if defined(GLSL) || defined(DX11)
return p;
#else
// half-pixel offset
return p + vec4(-u_textureSize.z, u_textureSize.w, 0.0, 0.0) * scale;
#endif
}
vec2 convertUv(vec4 p)
{
#ifndef GLSL
return p.xy * vec2(0.5, -0.5) + 0.5;
#else
return p.xy * 0.5 + 0.5;
#endif
}
// ===== Pass Through =====
void passThrough_vs()
{
v_pos = convertPosition(vec4(a_position.xyz, 1.0), 1.0);
v_texcoord0.xy = convertUv(vec4(a_position.xyz, 1.0));
gl_Position = v_pos;
}
void passThrough_ps()
{
gl_FragColor = texture2D(s_texture, v_texcoord0.xy);
}
// ===== Image Processing =====
void imageProcess_ps()
{
vec3 color = texture2D(s_texture, v_texcoord0.xy).rgb;
vec4 tintColor = vec4(u_params2.xyz, 1.0);
float contrast = u_params1.y;
float brightness = u_params1.x;
float grayscaleLvl = u_params1.z;
color = contrast * (color - 0.5) + 0.5 + brightness;
float grayscale = (color.r + color.g + color.g) / 3.0;
gl_FragColor = mix(vec4(color.rgb, 1.0), vec4(grayscale, grayscale, grayscale, 1.0), grayscaleLvl) * tintColor;
}
// ===== Gaussian Blur =====
vec4 gauss(float samples, vec2 uv)
{
vec2 step = u_params1.xy;
float sigma = u_params1.z;
float sigmaN1 = 1.0 / sqrt(2.0 * 3.1415926 * sigma * sigma);
float sigmaN2 = 1.0 / (2.0 * sigma * sigma);
// First sample is in the center and accounts for our pixel
vec4 result = texture2D(s_texture, uv) * sigmaN1;
float weight = sigmaN1;
// Every loop iteration computes impact of 4 pixels
// Each sample computes impact of 2 neighbor pixels, starting with the next one to the right
// Note that we sample exactly in between pixels to leverage bilinear filtering
for (int i = 0; i < int(samples); ++i)
{
float ix = 2.0 * float(i) + 1.5;
float iw = 2.0 * exp(-ix * ix * sigmaN2) * sigmaN1;
result += (texture2D(s_texture, uv + step * ix) + texture2D(s_texture, uv - step * ix)) * iw;
weight += 2.0 * iw;
}
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
return (result / weight);
}
void blur3_ps()
{
gl_FragColor = gauss(3.0, v_texcoord0.xy);
}
void blur5_ps()
{
gl_FragColor = gauss(5.0, v_texcoord0.xy);
}
void blur7_ps()
{
gl_FragColor = gauss(7.0, v_texcoord0.xy);
}
// ===== FXAA =====
void fxaa_ps()
{
vec2 uv = v_texcoord0.xy;
vec2 rcpFrame = u_textureSize.zw;
// Luma conversion weights
const vec3 luma = vec3(0.299, 0.587, 0.114);
// Sample 3x3 neighborhood
vec3 rgbM = texture2D(s_texture, uv).rgb;
vec3 rgbN = texture2D(s_texture, uv + vec2(0.0, -rcpFrame.y)).rgb;
vec3 rgbS = texture2D(s_texture, uv + vec2(0.0, rcpFrame.y)).rgb;
vec3 rgbE = texture2D(s_texture, uv + vec2(rcpFrame.x, 0.0)).rgb;
vec3 rgbW = texture2D(s_texture, uv + vec2(-rcpFrame.x, 0.0)).rgb;
vec3 rgbNW = texture2D(s_texture, uv + vec2(-rcpFrame.x, -rcpFrame.y)).rgb;
vec3 rgbNE = texture2D(s_texture, uv + vec2(rcpFrame.x, -rcpFrame.y)).rgb;
vec3 rgbSW = texture2D(s_texture, uv + vec2(-rcpFrame.x, rcpFrame.y)).rgb;
vec3 rgbSE = texture2D(s_texture, uv + vec2(rcpFrame.x, rcpFrame.y)).rgb;
float lumaM = dot(rgbM, luma);
float lumaN = dot(rgbN, luma);
float lumaS = dot(rgbS, luma);
float lumaE = dot(rgbE, luma);
float lumaW = dot(rgbW, luma);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
// Find local contrast including corners
float lumaMin = min(lumaM, min(min(min(lumaN, lumaS), min(lumaE, lumaW)),
min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))));
float lumaMax = max(lumaM, max(max(max(lumaN, lumaS), max(lumaE, lumaW)),
max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))));
float range = lumaMax - lumaMin;
// Very low threshold - catch almost all edges
if (range < max(0.0156, lumaMax * 0.0625))
{
gl_FragColor = vec4(rgbM, 1.0);
return;
}
// Determine edge orientation
float edgeVert = abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW) + (-1.0 * lumaM) + (0.50 * lumaE)) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz = abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN) + (-1.0 * lumaM) + (0.50 * lumaS)) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool isHorizontal = (edgeHorz >= edgeVert);
// Select samples along edge
float luma1 = isHorizontal ? lumaS : lumaE;
float luma2 = isHorizontal ? lumaN : lumaW;
float gradient1 = luma1 - lumaM;
float gradient2 = luma2 - lumaM;
// Pick steepest gradient
bool is1Steepest = abs(gradient1) >= abs(gradient2);
float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));
float lengthSign = is1Steepest ? -1.0 : 1.0;
if (!isHorizontal)
lengthSign *= -1.0;
// Setup for edge search
vec2 posB = uv;
vec2 offNP;
offNP.x = (!isHorizontal) ? rcpFrame.x : 0.0;
offNP.y = (isHorizontal) ? rcpFrame.y : 0.0;
if (!isHorizontal)
posB.x += lengthSign * 0.5 * rcpFrame.x;
else
posB.y += lengthSign * 0.5 * rcpFrame.y;
// Extended edge search
vec2 posN = posB - offNP;
vec2 posP = posB + offNP;
float lumaEndN = dot(texture2D(s_texture, posN).rgb, luma) - lumaM * 0.5;
float lumaEndP = dot(texture2D(s_texture, posP).rgb, luma) - lumaM * 0.5;
bool doneN = abs(lumaEndN) >= gradientScaled;
bool doneP = abs(lumaEndP) >= gradientScaled;
float stepSizes[12];
stepSizes[0] = 1.0; stepSizes[1] = 1.0; stepSizes[2] = 1.5; stepSizes[3] = 1.5;
stepSizes[4] = 2.0; stepSizes[5] = 2.0; stepSizes[6] = 4.0; stepSizes[7] = 4.0;
stepSizes[8] = 8.0; stepSizes[9] = 8.0; stepSizes[10] = 16.0; stepSizes[11] = 16.0;
for (int i = 0; i < 12; ++i)
{
if (doneN && doneP) break;
if (!doneN)
{
posN -= offNP * stepSizes[i];
lumaEndN = dot(texture2D(s_texture, posN).rgb, luma) - lumaM * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
}
if (!doneP)
{
posP += offNP * stepSizes[i];
lumaEndP = dot(texture2D(s_texture, posP).rgb, luma) - lumaM * 0.5;
doneP = abs(lumaEndP) >= gradientScaled;
}
}
// Calculate span and offset
float dstN = isHorizontal ? (uv.x - posN.x) : (uv.y - posN.y);
float dstP = isHorizontal ? (posP.x - uv.x) : (posP.y - uv.y);
bool directionN = dstN < dstP;
float dst = min(dstN, dstP);
float spanLength = (dstP + dstN);
float spanLengthRcp = 1.0 / spanLength;
float pixelOffset = dst * (-spanLengthRcp) + 0.5;
// Check if we're at a good span
bool goodSpanN = (lumaEndN < 0.0) != (lumaM < lumaMin);
bool goodSpanP = (lumaEndP < 0.0) != (lumaM < lumaMin);
bool goodSpan = directionN ? goodSpanN : goodSpanP;
if (!goodSpan)
pixelOffset = 0.0;
// sub-pixel antialiasing
float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaN + lumaS + lumaE + lumaW) +
lumaNW + lumaNE + lumaSW + lumaSE);
float subPixelOffset1 = saturate0(abs(lumaAverage - lumaM) / range);
subPixelOffset1 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;
subPixelOffset1 = subPixelOffset1 * subPixelOffset1 * 0.85;
float pixelOffsetFinal = max(pixelOffset, subPixelOffset1);
// Apply offset
vec2 finalUv = uv;
if (!isHorizontal)
finalUv.x += pixelOffsetFinal * lengthSign * rcpFrame.x;
else
finalUv.y += pixelOffsetFinal * lengthSign * rcpFrame.y;
// Additional edge blending for remaining jaggies
vec3 rgbFinal = texture2D(s_texture, finalUv).rgb;
// If we're on a strong edge, do additional smart blending
if (range > 0.1)
{
float edgeBlend = saturate0(range * 2.0 - 0.2);
vec3 rgbBlur = (rgbN + rgbS + rgbE + rgbW) * 0.25;
rgbFinal = mix(rgbFinal, rgbBlur, edgeBlend * 0.15);
}
gl_FragColor = vec4(rgbFinal, 1.0);
}
// ===== Glow Apply =====
void glowApply_ps()
{
vec4 color = texture2D(s_texture, v_texcoord0.xy);
gl_FragColor = vec4(color.rgb * u_params1.x, color.a);
}
// ===== Downsample 4x4 =====
void downsample4x4_vs()
{
vec2 uv = convertUv(vec4(a_position.xyz, 1.0));
v_pos = convertPosition(vec4(a_position.xyz, 1.0), 1.0);
v_texcoord0.xy = uv;
vec2 uvOffset = u_textureSize.zw * 0.25;
v_texcoord0.zw = uv + uvOffset * vec2(-1.0, -1.0);
v_texcoord1.xy = uv + uvOffset * vec2(+1.0, -1.0);
v_texcoord1.zw = uv + uvOffset * vec2(-1.0, +1.0);
v_texcoord2.xy = uv + uvOffset * vec2(+1.0, +1.0);
gl_Position = v_pos;
}
void downSample4x4Glow_ps()
{
vec4 avgColor = texture2D(s_texture, v_texcoord0.zw);
avgColor += texture2D(s_texture, v_texcoord1.xy);
avgColor += texture2D(s_texture, v_texcoord1.zw);
avgColor += texture2D(s_texture, v_texcoord2.xy);
avgColor *= 0.25;
gl_FragColor = vec4(avgColor.rgb, 1.0) * (1.0 - avgColor.a);
}
// ===== Shadow Blur =====
void ShadowBlurPS()
{
#ifdef GLSLES
int N = 1;
float sigma = 0.5;
#else
int N = 3;
float sigma = 1.5;
#endif
vec2 step = u_params1.xy;
float sigmaN1 = 1.0 / sqrt(2.0 * 3.1415926 * sigma * sigma);
float sigmaN2 = 1.0 / (2.0 * sigma * sigma);
float depth = 1.0;
float color = 0.0;
float weight = 0.0;
for (int i = -N; i <= N; ++i)
{
float ix = float(i);
float iw = exp(-ix * ix * sigmaN2) * sigmaN1;
vec4 data = texture2D(s_texture, v_texcoord0.xy + step * ix);
depth = min(depth, data.x);
color += data.y * iw;
weight += iw;
}
float mask = texture2D(s_mask, v_texcoord0.xy).r;
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
gl_FragColor = vec4(depth, color * mask * (1.0 / weight), 0.0, 0.0);
}