renderer: shader code refactor (#12926)
* shader: begin the shader refactor
make SShader a class and rename it to CShader, move createprogram,
compileshader, logshadererror to CShader.
* shader: move uniform creation to CShader
move uniform creation to CShader, reduces tons of duplicated effort,
however forcing uniform names to be same in all shaders.
* shader: move to array based frag handling
use an array with an enum so it gets easier dealing with multiple
shaders, move creating program to a for loop and array, reduces line of
code a lot.
* shader: use shared ptr for frags
with smart pointers we can now rename useProgram to useShader and return
the shader directly, means only place we have to decide the shader frag
is when calling useShader. easier for future shader splitting to reduce
branching.
* shader: move unneded public members to private
move structs and uniforms to private add a get/set for initialtime
and add a getUniformLocation to make the code tell what its doing,
instead of direct array getting when all we wanted to get was its value,
also limits the setting of uniformLocations to the createProgram as it should
be.
* shader: fix style nits
set first enum member to 0 , remove extra {}
* shader: dont show a failed notif on success
the logic got inverted in the refactor here.
* shader: split CM shader to rgba/rgbx variants
split shader to rgba/rgbx variants, use bool, and reduce branching.
* shader: split up blurprepare CM and non CM
split up blurprepare, remove skipcm, move gain to gain.glsl.
remove ternary operator and reduce branching by using step() and mix()
use vec3 for gain, make brightness a cheap mulitplication with max.
* shader: split up border to CM/noncm variants
splitup border shader to CM/noncm variant, move common used things to
border.glsl , there is room for optimisations here but its a complex
shader im putting it for future PR.
* shader: touchup blurfinish
make brightness a cheap multiplication instead of branching.
mod is redundant, fract in hash already returns a value in [0.0, 1.0]
This commit is contained in:
parent
fbf421df88
commit
5e18111121
14 changed files with 829 additions and 787 deletions
36
src/render/shaders/glsl/CMblurprepare.frag
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36
src/render/shaders/glsl/CMblurprepare.frag
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#version 300 es
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#extension GL_ARB_shading_language_include : enable
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precision highp float;
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in vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float contrast;
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uniform float brightness;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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#include "CM.glsl"
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#include "gain.glsl"
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 pixColor = texture(tex, v_texcoord);
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if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
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pixColor.rgb /= sdrBrightnessMultiplier;
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}
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pixColor.rgb = convertMatrix * toLinearRGB(pixColor.rgb, sourceTF);
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pixColor = toNit(pixColor, vec2(srcTFRange[0], srcRefLuminance));
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pixColor = fromLinearNit(pixColor, targetTF, dstTFRange);
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// contrast
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if (contrast != 1.0)
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pixColor.rgb = gain(pixColor.rgb, contrast);
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// brightness
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pixColor.rgb *= max(1.0, brightness);
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fragColor = pixColor;
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}
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98
src/render/shaders/glsl/CMborder.frag
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98
src/render/shaders/glsl/CMborder.frag
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@ -0,0 +1,98 @@
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#version 300 es
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#extension GL_ARB_shading_language_include : enable
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precision highp float;
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in vec2 v_texcoord;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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uniform mat4x2 targetPrimaries;
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uniform vec2 fullSizeUntransformed;
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uniform float radiusOuter;
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uniform float thick;
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// Gradients are in OkLabA!!!! {l, a, b, alpha}
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uniform vec4 gradient[10];
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uniform vec4 gradient2[10];
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uniform int gradientLength;
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uniform int gradient2Length;
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uniform float angle;
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uniform float angle2;
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uniform float gradientLerp;
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uniform float alpha;
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#include "rounding.glsl"
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#include "CM.glsl"
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#include "border.glsl"
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layout(location = 0) out vec4 fragColor;
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
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highp vec2 pixCoordOuter = pixCoord;
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highp vec2 originalPixCoord = v_texcoord;
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originalPixCoord *= fullSizeUntransformed;
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float additionalAlpha = 1.0;
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vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
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bool done = false;
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoordOuter = pixCoord;
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pixCoord -= fullSize * 0.5 - radius;
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pixCoordOuter -= fullSize * 0.5 - radiusOuter;
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// center the pixes don't make it top-left
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pixCoord += vec2(1.0, 1.0) / fullSize;
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pixCoordOuter += vec2(1.0, 1.0) / fullSize;
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if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
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float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower);
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float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower);
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float h = (thick / 2.0);
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if (dist < radius - h) {
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// lower
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float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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additionalAlpha *= normalized;
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done = true;
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} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
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// higher
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float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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additionalAlpha *= normalized;
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done = true;
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} else if (distOuter < radiusOuter - h) {
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additionalAlpha = 1.0;
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done = true;
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}
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}
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// now check for other shit
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if (!done) {
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// distance to all straight bb borders
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float distanceT = originalPixCoord[1];
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float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
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float distanceL = originalPixCoord[0];
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float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
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// get the smallest
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float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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if (smallest > thick)
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discard;
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}
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if (additionalAlpha == 0.0)
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discard;
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pixColor = getColorForCoord(v_texcoord);
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pixColor.rgb *= pixColor[3];
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pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
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pixColor *= alpha * additionalAlpha;
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fragColor = pixColor;
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}
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@ -5,19 +5,17 @@ precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
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// uniform int skipCM;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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uniform mat4x2 targetPrimaries;
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uniform float alpha;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform bool discardOpaque;
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uniform bool discardAlpha;
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uniform float discardAlphaValue;
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uniform int applyTint;
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uniform bool applyTint;
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uniform vec3 tint;
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#include "rounding.glsl"
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@ -25,28 +23,22 @@ uniform vec3 tint;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 pixColor;
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if (texType == 1)
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pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
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//else if (texType == 2)
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// discard; // this shouldnt happen.
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else // assume rgba
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pixColor = texture(tex, v_texcoord);
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vec4 pixColor = texture(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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if (discardOpaque && pixColor.a * alpha == 1.0)
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discard;
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if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
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if (discardAlpha && pixColor.a <= discardAlphaValue)
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discard;
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// this shader shouldn't be used when skipCM == 1
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pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
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if (applyTint == 1)
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pixColor = vec4(pixColor.rgb * tint.rgb, pixColor[3]);
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if (applyTint)
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pixColor.rgb *= tint;
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if (radius > 0.0)
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pixColor = rounding(pixColor);
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fragColor = pixColor * alpha;
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}
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44
src/render/shaders/glsl/CMrgbx.frag
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44
src/render/shaders/glsl/CMrgbx.frag
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#version 300 es
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#extension GL_ARB_shading_language_include : enable
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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uniform mat4x2 targetPrimaries;
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uniform float alpha;
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uniform bool discardOpaque;
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uniform bool discardAlpha;
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uniform float discardAlphaValue;
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uniform bool applyTint;
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uniform vec3 tint;
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#include "rounding.glsl"
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#include "CM.glsl"
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
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if (discardOpaque && pixColor.a * alpha == 1.0)
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discard;
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if (discardAlpha && pixColor.a <= discardAlphaValue)
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discard;
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// this shader shouldn't be used when skipCM == 1
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pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
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if (applyTint)
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pixColor.rgb *= tint;
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if (radius > 0.0)
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pixColor = rounding(pixColor);
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fragColor = pixColor * alpha;
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}
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// noise
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float noiseHash = hash(v_texcoord);
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float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
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float noiseAmount = noiseHash - 0.5;
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pixColor.rgb += noiseAmount * noise;
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// brightness
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if (brightness < 1.0) {
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pixColor.rgb *= brightness;
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}
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pixColor.rgb *= min(1.0, brightness);
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fragColor = pixColor;
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}
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@ -8,41 +8,19 @@ uniform sampler2D tex;
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uniform float contrast;
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uniform float brightness;
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uniform int skipCM;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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#include "CM.glsl"
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float gain(float x, float k) {
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float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
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return (x < 0.5) ? a : 1.0 - a;
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}
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#include "gain.glsl"
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 pixColor = texture(tex, v_texcoord);
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if (skipCM == 0) {
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if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
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pixColor.rgb /= sdrBrightnessMultiplier;
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}
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pixColor.rgb = convertMatrix * toLinearRGB(pixColor.rgb, sourceTF);
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pixColor = toNit(pixColor, vec2(srcTFRange[0], srcRefLuminance));
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pixColor = fromLinearNit(pixColor, targetTF, dstTFRange);
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}
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// contrast
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if (contrast != 1.0) {
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pixColor.r = gain(pixColor.r, contrast);
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pixColor.g = gain(pixColor.g, contrast);
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pixColor.b = gain(pixColor.b, contrast);
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}
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if (contrast != 1.0)
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pixColor.rgb = gain(pixColor.rgb, contrast);
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// brightness
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if (brightness > 1.0) {
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pixColor.rgb *= brightness;
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}
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pixColor.rgb *= max(1.0, brightness);
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fragColor = pixColor;
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}
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@ -4,11 +4,6 @@
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precision highp float;
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in vec2 v_texcoord;
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uniform int skipCM;
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uniform int sourceTF; // eTransferFunction
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uniform int targetTF; // eTransferFunction
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uniform mat4x2 targetPrimaries;
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uniform vec2 fullSizeUntransformed;
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uniform float radiusOuter;
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uniform float thick;
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@ -25,89 +20,7 @@ uniform float alpha;
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#include "rounding.glsl"
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#include "CM.glsl"
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vec4 okLabAToSrgb(vec4 lab) {
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float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
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float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
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float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
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return vec4(fromLinearRGB(
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vec3(
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l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292,
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l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965),
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l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010
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), CM_TRANSFER_FUNCTION_GAMMA22
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), lab[3]);
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}
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vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
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if (gradientLength < 2)
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return gradient[0];
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float finalAng = 0.0;
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if (angle > 4.71 /* 270 deg */) {
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = 6.28 - angle;
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} else if (angle > 3.14 /* 180 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = angle - 3.14;
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} else if (angle > 1.57 /* 90 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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finalAng = 3.14 - angle;
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} else {
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finalAng = angle;
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}
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float sine = sin(finalAng);
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float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
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int bottom = int(floor(progress));
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int top = bottom + 1;
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return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
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}
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vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
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if (gradient2Length < 2)
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return gradient2[0];
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float finalAng = 0.0;
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if (angle2 > 4.71 /* 270 deg */) {
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = 6.28 - angle;
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} else if (angle2 > 3.14 /* 180 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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normalizedCoord[1] = 1.0 - normalizedCoord[1];
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finalAng = angle - 3.14;
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} else if (angle2 > 1.57 /* 90 deg */) {
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normalizedCoord[0] = 1.0 - normalizedCoord[0];
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finalAng = 3.14 - angle2;
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} else {
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finalAng = angle2;
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}
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float sine = sin(finalAng);
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float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
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int bottom = int(floor(progress));
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int top = bottom + 1;
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return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
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}
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vec4 getColorForCoord(vec2 normalizedCoord) {
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vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
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if (gradient2Length <= 0)
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return okLabAToSrgb(result1);
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vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
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return okLabAToSrgb(mix(result1, result2, gradientLerp));
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}
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#include "border.glsl"
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layout(location = 0) out vec4 fragColor;
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void main() {
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@ -173,9 +86,6 @@ void main() {
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pixColor = getColorForCoord(v_texcoord);
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pixColor.rgb *= pixColor[3];
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if (skipCM == 0)
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pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
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pixColor *= alpha * additionalAlpha;
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fragColor = pixColor;
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82
src/render/shaders/glsl/border.glsl
Normal file
82
src/render/shaders/glsl/border.glsl
Normal file
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vec4 okLabAToSrgb(vec4 lab) {
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float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
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float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
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float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
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return vec4(fromLinearRGB(
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vec3(
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l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292,
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l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965),
|
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l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010
|
||||
), CM_TRANSFER_FUNCTION_GAMMA22
|
||||
), lab[3]);
|
||||
}
|
||||
|
||||
vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
|
||||
if (gradientLength < 2)
|
||||
return gradient[0];
|
||||
|
||||
float finalAng = 0.0;
|
||||
|
||||
if (angle > 4.71 /* 270 deg */) {
|
||||
normalizedCoord[1] = 1.0 - normalizedCoord[1];
|
||||
finalAng = 6.28 - angle;
|
||||
} else if (angle > 3.14 /* 180 deg */) {
|
||||
normalizedCoord[0] = 1.0 - normalizedCoord[0];
|
||||
normalizedCoord[1] = 1.0 - normalizedCoord[1];
|
||||
finalAng = angle - 3.14;
|
||||
} else if (angle > 1.57 /* 90 deg */) {
|
||||
normalizedCoord[0] = 1.0 - normalizedCoord[0];
|
||||
finalAng = 3.14 - angle;
|
||||
} else {
|
||||
finalAng = angle;
|
||||
}
|
||||
|
||||
float sine = sin(finalAng);
|
||||
|
||||
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
|
||||
int bottom = int(floor(progress));
|
||||
int top = bottom + 1;
|
||||
|
||||
return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
|
||||
}
|
||||
|
||||
vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
|
||||
if (gradient2Length < 2)
|
||||
return gradient2[0];
|
||||
|
||||
float finalAng = 0.0;
|
||||
|
||||
if (angle2 > 4.71 /* 270 deg */) {
|
||||
normalizedCoord[1] = 1.0 - normalizedCoord[1];
|
||||
finalAng = 6.28 - angle;
|
||||
} else if (angle2 > 3.14 /* 180 deg */) {
|
||||
normalizedCoord[0] = 1.0 - normalizedCoord[0];
|
||||
normalizedCoord[1] = 1.0 - normalizedCoord[1];
|
||||
finalAng = angle - 3.14;
|
||||
} else if (angle2 > 1.57 /* 90 deg */) {
|
||||
normalizedCoord[0] = 1.0 - normalizedCoord[0];
|
||||
finalAng = 3.14 - angle2;
|
||||
} else {
|
||||
finalAng = angle2;
|
||||
}
|
||||
|
||||
float sine = sin(finalAng);
|
||||
|
||||
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
|
||||
int bottom = int(floor(progress));
|
||||
int top = bottom + 1;
|
||||
|
||||
return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
|
||||
}
|
||||
|
||||
vec4 getColorForCoord(vec2 normalizedCoord) {
|
||||
vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
|
||||
|
||||
if (gradient2Length <= 0)
|
||||
return okLabAToSrgb(result1);
|
||||
|
||||
vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
|
||||
|
||||
return okLabAToSrgb(mix(result1, result2, gradientLerp));
|
||||
}
|
||||
6
src/render/shaders/glsl/gain.glsl
Normal file
6
src/render/shaders/glsl/gain.glsl
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
vec3 gain(vec3 x, float k) {
|
||||
vec3 t = step(0.5, x);
|
||||
vec3 y = mix(x, 1.0 - x, t);
|
||||
vec3 a = 0.5 * pow(2.0 * y, vec3(k));
|
||||
return mix(a, 1.0 - a, t);
|
||||
}
|
||||
|
|
@ -5,7 +5,7 @@ in vec2 v_texcoord;
|
|||
uniform sampler2D tex;
|
||||
uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
|
||||
uniform float distort;
|
||||
uniform vec2 screenSize;
|
||||
uniform vec2 fullSize;
|
||||
|
||||
float rand(float co) {
|
||||
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
|
||||
|
|
@ -31,7 +31,7 @@ void main() {
|
|||
float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
|
||||
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
|
||||
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
|
||||
float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
|
||||
float MELT_AMOUNT = (distort * 8.0) / fullSize.y;
|
||||
|
||||
float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
|
||||
if (time < 2.0)
|
||||
|
|
@ -44,7 +44,7 @@ void main() {
|
|||
if (time < 3.0)
|
||||
blockOffset = vec2(0,0);
|
||||
|
||||
float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
|
||||
float meltSeed = abs(mod(rand(floor(v_texcoord.x * fullSize.x * 17.719)) * 281.882, 1.0));
|
||||
if (meltSeed < 0.8) {
|
||||
meltSeed = 0.0;
|
||||
} else {
|
||||
|
|
@ -52,11 +52,11 @@ void main() {
|
|||
}
|
||||
float meltAmount = MELT_AMOUNT * meltSeed;
|
||||
|
||||
vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y);
|
||||
vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / fullSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / fullSize.x + NOISE * 3.0 / fullSize.y + blockOffset.y);
|
||||
|
||||
vec4 pixColor = texture(tex, pixCoord);
|
||||
vec4 pixColorLeft = texture(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
|
||||
vec4 pixColorRight = texture(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
|
||||
vec4 pixColorLeft = texture(tex, pixCoord + vec2(ABERR_OFFSET / fullSize.x, 0));
|
||||
vec4 pixColorRight = texture(tex, pixCoord + vec2(-ABERR_OFFSET / fullSize.x, 0));
|
||||
|
||||
pixColor[0] = pixColorLeft[0];
|
||||
pixColor[2] = pixColorRight[2];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue