diff options
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/bloom1.fragment | 53 | ||||
-rw-r--r-- | shaders/bloom1.vertex | 11 | ||||
-rw-r--r-- | shaders/bloom2.fragment | 57 | ||||
-rw-r--r-- | shaders/bloom2.vertex | 11 | ||||
-rw-r--r-- | shaders/final.fragment | 50 | ||||
-rw-r--r-- | shaders/final.vertex | 23 |
6 files changed, 195 insertions, 10 deletions
diff --git a/shaders/bloom1.fragment b/shaders/bloom1.fragment new file mode 100644 index 0000000..77031f2 --- /dev/null +++ b/shaders/bloom1.fragment | |||
@@ -0,0 +1,53 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | in vec2 UV; | ||
4 | |||
5 | out vec3 color; | ||
6 | |||
7 | uniform sampler2D screenTex; | ||
8 | uniform float iGlobalTime; | ||
9 | |||
10 | float nrand(vec2 n) | ||
11 | { | ||
12 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | ||
13 | } | ||
14 | |||
15 | vec2 rot2d(vec2 p, float a) | ||
16 | { | ||
17 | vec2 sc = vec2(sin(a), cos(a)); | ||
18 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
19 | } | ||
20 | |||
21 | void main() | ||
22 | { | ||
23 | const int NUM_TAPS = 12; | ||
24 | float max_siz = 1.0; | ||
25 | |||
26 | vec2 fTaps_Poisson[NUM_TAPS]; | ||
27 | fTaps_Poisson[0] = vec2(-.326, -.406); | ||
28 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
29 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
30 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
31 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
32 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
33 | fTaps_Poisson[6] = vec2( .519, .767); | ||
34 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
35 | fTaps_Poisson[8] = vec2( .507, .064); | ||
36 | fTaps_Poisson[9] = vec2( .896, .412); | ||
37 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
38 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
39 | |||
40 | vec4 sum = vec4(0); | ||
41 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
42 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
43 | for (int i=0; i<NUM_TAPS; i++) | ||
44 | { | ||
45 | vec2 ofs = fTaps_Poisson[i]; | ||
46 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
47 | |||
48 | vec2 texcoord = UV + max_siz * ofs / vec2(1024.0,768.0); | ||
49 | sum += texture(screenTex, texcoord, -10.0); | ||
50 | } | ||
51 | |||
52 | color = (sum / vec4(NUM_TAPS)).rgb; | ||
53 | } | ||
diff --git a/shaders/bloom1.vertex b/shaders/bloom1.vertex new file mode 100644 index 0000000..37eeeb0 --- /dev/null +++ b/shaders/bloom1.vertex | |||
@@ -0,0 +1,11 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec3 vPos; | ||
4 | |||
5 | out vec2 UV; | ||
6 | |||
7 | void main() | ||
8 | { | ||
9 | gl_Position = vec4(vPos, 1); | ||
10 | UV = (vPos.xy + vec2(1,1))/2; | ||
11 | } | ||
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment new file mode 100644 index 0000000..323f441 --- /dev/null +++ b/shaders/bloom2.fragment | |||
@@ -0,0 +1,57 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | in vec2 UV; | ||
4 | |||
5 | out vec3 color; | ||
6 | |||
7 | uniform sampler2D screenTex; | ||
8 | uniform sampler2D downsampledTex; | ||
9 | uniform float iGlobalTime; | ||
10 | |||
11 | float nrand(vec2 n) | ||
12 | { | ||
13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | ||
14 | } | ||
15 | |||
16 | vec2 rot2d(vec2 p, float a) | ||
17 | { | ||
18 | vec2 sc = vec2(sin(a), cos(a)); | ||
19 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
20 | } | ||
21 | |||
22 | void main() | ||
23 | { | ||
24 | const int NUM_TAPS = 12; | ||
25 | float max_siz = 1.0; | ||
26 | |||
27 | vec2 fTaps_Poisson[NUM_TAPS]; | ||
28 | fTaps_Poisson[0] = vec2(-.326, -.406); | ||
29 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
30 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
31 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
32 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
33 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
34 | fTaps_Poisson[6] = vec2( .519, .767); | ||
35 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
36 | fTaps_Poisson[8] = vec2( .507, .064); | ||
37 | fTaps_Poisson[9] = vec2( .896, .412); | ||
38 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
39 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
40 | |||
41 | vec4 sum = vec4(0); | ||
42 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
43 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
44 | for (int i=0; i<NUM_TAPS; i++) | ||
45 | { | ||
46 | vec2 ofs = fTaps_Poisson[i]; | ||
47 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
48 | |||
49 | vec2 texcoord = UV + max_siz * ofs / vec2(64.0,48.0); | ||
50 | sum += texture(downsampledTex, texcoord, -10.0); | ||
51 | } | ||
52 | |||
53 | vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; | ||
54 | bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | ||
55 | |||
56 | color = texture(screenTex, UV).rgb + bloom_c; | ||
57 | } | ||
diff --git a/shaders/bloom2.vertex b/shaders/bloom2.vertex new file mode 100644 index 0000000..37eeeb0 --- /dev/null +++ b/shaders/bloom2.vertex | |||
@@ -0,0 +1,11 @@ | |||
1 | #version 330 core | ||
2 | |||
3 | layout(location = 0) in vec3 vPos; | ||
4 | |||
5 | out vec2 UV; | ||
6 | |||
7 | void main() | ||
8 | { | ||
9 | gl_Position = vec4(vPos, 1); | ||
10 | UV = (vPos.xy + vec2(1,1))/2; | ||
11 | } | ||
diff --git a/shaders/final.fragment b/shaders/final.fragment index c900973..5feccb9 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment | |||
@@ -1,7 +1,10 @@ | |||
1 | #version 330 core | 1 | #version 330 core |
2 | 2 | ||
3 | in vec2 UV; | 3 | in vec2 UV; |
4 | in vec3 norm; | 4 | in vec3 normIn; |
5 | in vec3 camDirIn; | ||
6 | in vec3 lightDirIn; | ||
7 | //in vec3 vertPos; | ||
5 | 8 | ||
6 | out vec3 color; | 9 | out vec3 color; |
7 | 10 | ||
@@ -10,20 +13,19 @@ uniform sampler2D scanlinestex; | |||
10 | 13 | ||
11 | const vec2 UVScalar = vec2(1.0, 1.0); | 14 | const vec2 UVScalar = vec2(1.0, 1.0); |
12 | const vec2 UVOffset = vec2(0.0, 0.0); | 15 | const vec2 UVOffset = vec2(0.0, 0.0); |
13 | const vec2 CRTMask_Scale = vec2(85.0, 153.6); | 16 | const vec2 CRTMask_Scale = vec2(85.0, 153.6)*4.0; |
14 | const vec2 CRTMask_Offset = vec2(0.0, 0.0); | 17 | const vec2 CRTMask_Offset = vec2(0.0, 0.0); |
15 | const float Tuning_Overscan = 1.0; | 18 | const float Tuning_Overscan = 1.0; |
16 | const float Tuning_Dimming = 0.5; | 19 | const float Tuning_Dimming = 0.0; |
17 | const float Tuning_Satur = 1.35; | 20 | const float Tuning_Satur = 1.35; |
18 | const float Tuning_ReflScalar = 0.3; | 21 | const float Tuning_ReflScalar = 0.3; |
19 | const float Tuning_Barrel = 0.12; | 22 | const float Tuning_Barrel = 0; //0.12; |
20 | const float Tuning_Scanline_Brightness = 0.25; | 23 | const float Tuning_Scanline_Brightness = 0.5; |
21 | const float Tuning_Scanline_Opacity = 0.5; | 24 | const float Tuning_Scanline_Opacity = 0.5; |
22 | const float Tuning_Diff_Brightness = 0.5; | 25 | const float Tuning_Diff_Brightness = 0.5; |
23 | const float Tuning_Spec_Brightness = 0.35; | 26 | const float Tuning_Spec_Brightness = 0.35; |
24 | const float Tuning_Spec_Power = 50.0; | 27 | const float Tuning_Spec_Power = 50.0; |
25 | const float Tuning_Fres_Brightness = 1.0; | 28 | const float Tuning_Fres_Brightness = 1.0; |
26 | const vec3 Tuning_LightPos = vec3(5.0, -10.0, 0.0); | ||
27 | 29 | ||
28 | vec4 sampleCRT(vec2 uv) | 30 | vec4 sampleCRT(vec2 uv) |
29 | { | 31 | { |
@@ -52,5 +54,39 @@ vec4 sampleCRT(vec2 uv) | |||
52 | 54 | ||
53 | void main() | 55 | void main() |
54 | { | 56 | { |
55 | color = sampleCRT(UV).rgb; | 57 | vec3 norm = normalize(normIn); |
58 | vec3 camDir = normalize(camDirIn); | ||
59 | vec3 lightDir = normalize(lightDirIn); | ||
60 | //vec3 refl = reflect(camDir, normIn); | ||
61 | |||
62 | float diffuse = clamp(dot(norm, lightDir), 0.0f, 1.0f); | ||
63 | vec4 colordiff = vec4(0.175, 0.15, 0.2, 1) * diffuse * Tuning_Diff_Brightness; | ||
64 | |||
65 | vec3 halfVec = normalize(lightDir + camDir); | ||
66 | float spec = clamp(dot(norm, halfVec), 0.0f, 1.0f); | ||
67 | spec = pow(spec, Tuning_Spec_Power); | ||
68 | vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; | ||
69 | |||
70 | float fres = 1.0f - dot(camDir, norm); | ||
71 | fres = (fres*fres) * Tuning_Fres_Brightness; | ||
72 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres;/* | ||
73 | |||
74 | float lambertian = max(dot(camDirNorm,norm),0.0); | ||
75 | vec4 colorspec = vec4(0.0); | ||
76 | vec4 colorfres = vec4(0.0); | ||
77 | vec4 colordiff = vec4(0.175,0.15,0.2,1) * lambertian * Tuning_Diff_Brightness; | ||
78 | if (lambertian > 0.0) | ||
79 | { | ||
80 | vec3 viewDir = normalize(-vertPos); | ||
81 | vec3 halfDir = normalize(camDirNorm + viewDir); | ||
82 | float specAngle = max(dot(halfDir, normnorm), 0.0); | ||
83 | colorspec = vec4(0.25,0.25,0.25,1) * pow(specAngle, Tuning_Spec_Power) * Tuning_Spec_Brightness; | ||
84 | }*/ | ||
85 | |||
86 | vec4 emissive = sampleCRT(UV); | ||
87 | |||
88 | vec4 nearfinal = colorfres + colordiff + colorspec + emissive; | ||
89 | vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0,0), Tuning_Dimming); | ||
90 | |||
91 | color = final.rgb; | ||
56 | } | 92 | } |
diff --git a/shaders/final.vertex b/shaders/final.vertex index 825eb49..dda8626 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex | |||
@@ -4,11 +4,28 @@ layout(location = 0) in vec3 vertexPosition_modelspace; | |||
4 | layout(location = 1) in vec3 vertexNormal; | 4 | layout(location = 1) in vec3 vertexNormal; |
5 | 5 | ||
6 | out vec2 UV; | 6 | out vec2 UV; |
7 | out vec3 norm; | 7 | out vec3 normIn; |
8 | out vec3 camDirIn; | ||
9 | out vec3 lightDirIn; | ||
10 | //out vec3 vertPos; | ||
11 | |||
12 | uniform mat4 MVP; | ||
13 | uniform mat4 worldMat; | ||
14 | |||
15 | const vec3 Tuning_LightPos = vec3(1, 1, 1.0); | ||
8 | 16 | ||
9 | void main() | 17 | void main() |
10 | { | 18 | { |
11 | gl_Position = vec4(vertexPosition_modelspace,1); | 19 | gl_Position = MVP * vec4(vertexPosition_modelspace,1); |
12 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; | 20 | UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; |
13 | norm = vertexNormal; | 21 | normIn = vertexNormal; |
22 | |||
23 | mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); | ||
24 | //mat3 invWorldRot = mat3(1.0f); | ||
25 | vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; | ||
26 | camDirIn = invWorldRot * (vec3(0,0,1) - worldPos); | ||
27 | //camDir = worldPos; | ||
28 | lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); | ||
29 | //vec4 vertPos4 = vec4(vertexPosition_modelspace,1); | ||
30 | //vertPos = vec3(vertPos4) / vertPos4.w; | ||
14 | } | 31 | } |