git-subtree-dir: engine git-subtree-mainline:b74841629egit-subtree-split:a8e37fc010
191 lines
5.6 KiB
GLSL
191 lines
5.6 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, std140) uniform Pos {
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vec4 src_rect;
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vec4 dst_rect;
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float rotation_sin;
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float rotation_cos;
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vec2 eye_center;
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint layer;
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bool source_is_srgb;
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bool use_debanding;
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uint target_color_space;
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float reference_multiplier;
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float output_max_value;
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uint pad1;
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uint pad2;
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}
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data;
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layout(location = 0) out vec2 uv;
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void main() {
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mat4 swapchain_transform = mat4(1.0);
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swapchain_transform[0][0] = data.rotation_cos;
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swapchain_transform[0][1] = -data.rotation_sin;
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swapchain_transform[1][0] = data.rotation_sin;
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swapchain_transform[1][1] = data.rotation_cos;
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw;
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vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw;
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gl_Position = swapchain_transform * vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(push_constant, std140) uniform Pos {
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vec4 src_rect;
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vec4 dst_rect;
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float rotation_sin;
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float rotation_cos;
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vec2 eye_center;
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint layer;
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bool source_is_srgb;
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bool use_debanding;
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uint target_color_space;
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float reference_multiplier;
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float output_max_value;
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uint pad1;
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uint pad2;
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}
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data;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 color;
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#ifdef USE_LAYER
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layout(binding = 0) uniform sampler2DArray src_rt;
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#else
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layout(binding = 0) uniform sampler2D src_rt;
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#endif
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// Keep in sync with `RenderingDeviceCommons::ColorSpace`.
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#define COLOR_SPACE_REC709_LINEAR 0
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#define COLOR_SPACE_REC709_NONLINEAR_SRGB 1
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vec3 srgb_to_linear(vec3 color) {
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return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
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}
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vec3 linear_to_srgb(vec3 color) {
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const vec3 a = vec3(0.055f);
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return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
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}
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// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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// This dithering must be applied after encoding changes (linear/nonlinear) have been applied
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// as the final step before quantization from floating point to integer values.
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vec3 screen_space_dither(vec2 frag_coord) {
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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// Removed the time component to avoid passing time into this shader.
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vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
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dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
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// Subtract 0.5 to avoid slightly brightening the whole viewport.
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// Use a dither strength of 100% rather than the 37.5% suggested by the original source.
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// Divide by 255 to align to 8-bit quantization.
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return (dither.rgb - 0.5) / 255.0;
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}
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void main() {
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#ifdef APPLY_LENS_DISTORTION
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vec2 coords = uv * 2.0 - 1.0;
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vec2 offset = coords - data.eye_center;
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// take aspect ratio into account
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offset.y /= data.aspect_ratio;
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// distort
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vec2 offset_sq = offset * offset;
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float radius_sq = offset_sq.x + offset_sq.y;
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float radius_s4 = radius_sq * radius_sq;
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float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4);
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offset *= distortion_scale;
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// reapply aspect ratio
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offset.y *= data.aspect_ratio;
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// add our eye center back in
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coords = offset + data.eye_center;
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coords /= data.upscale;
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// and check our color
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if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
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color = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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// layer is always used here
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coords = (coords + vec2(1.0)) / vec2(2.0);
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color = texture(src_rt, vec3(coords, data.layer));
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}
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#elif defined(USE_LAYER)
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color = texture(src_rt, vec3(uv, data.layer));
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#else
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color = texture(src_rt, uv);
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#endif
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// Colorspace conversion for final blit.
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if (data.target_color_space == COLOR_SPACE_REC709_LINEAR) {
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if (data.source_is_srgb == true) {
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// sRGB -> linear conversion
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color.rgb = srgb_to_linear(color.rgb);
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}
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// Negative values may be interpreted as scRGB colors,
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// so clip them to the intended Rec. 709 colors.
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// Additionally, it is important that the game developer can trust that
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// Window.output_max_linear_value is truly the max output value, even if
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// the max luminance has been misconfigured by the player. This ensures that
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// the resulting image will always be as the game developer expects when they
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// use Window.output_max_linear_value and tonemapping functions will behave
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// as expected.
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color.rgb = clamp(color.rgb, vec3(0.0), vec3(data.output_max_value));
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// Adjust brightness of SDR content to reference luminance.
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color.rgb *= data.reference_multiplier;
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} else if (data.target_color_space == COLOR_SPACE_REC709_NONLINEAR_SRGB) {
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// Negative values and values above 1.0 will be clipped by the target,
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// so no need to clip them here.
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if (data.source_is_srgb == false) {
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// linear -> sRGB conversion
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color.rgb = linear_to_srgb(color.rgb);
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// Even if debanding was applied earlier in the rendering process, it must
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// be reapplied after the linear_to_srgb floating point operations.
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// When the linear_to_srgb operation was not performed, the source is
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// already an 8-bit format and debanding cannot be effective. In this
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// case, GPU driver rounding error can add noise so debanding should be
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// skipped entirely.
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if (data.use_debanding) {
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color.rgb += screen_space_dither(gl_FragCoord.xy);
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}
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}
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}
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}
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