#include "/lib/settings.glsl" varying vec2 texcoord; uniform sampler2D colortex7; uniform vec2 texelSize; uniform float frameTimeCounter; uniform sampler2D shadowcolor0; uniform sampler2D shadowtex0; uniform sampler2D shadowtex1; #include "/lib/color_transforms.glsl" #include "/lib/color_dither.glsl" #include "/lib/res_params.glsl" vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize ) { // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 samplePos = uv * texSize; vec2 texPos1 = floor(samplePos - 0.5) + 0.5; // Compute the fractional offset from our starting texel to our original sample location, which we'll // feed into the Catmull-Rom spline function to get our filter weights. vec2 f = samplePos - texPos1; // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. // These equations are pre-expanded based on our knowledge of where the texels will be located, // which lets us avoid having to evaluate a piece-wise function. vec2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f)); vec2 w1 = 1.0 + f * f * (-2.5 + 1.5*f); vec2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) ); vec2 w3 = f * f * (-0.5 + 0.5 * f); // Work out weighting factors and sampling offsets that will let us use bilinear filtering to // simultaneously evaluate the middle 2 samples from the 4x4 grid. vec2 w12 = w1 + w2; vec2 offset12 = w2 / (w1 + w2); // Compute the final UV coordinates we'll use for sampling the texture vec2 texPos0 = texPos1 - vec2(1.0); vec2 texPos3 = texPos1 + vec2(2.0); vec2 texPos12 = texPos1 + offset12; texPos0 *= texelSize; texPos3 *= texelSize; texPos12 *= texelSize; vec4 result = vec4(0.0); result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y; result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y; result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y; result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y; result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y; result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y; result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y; result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y; result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y; return result; } /// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595 void applyContrast(inout vec3 color, float contrast){ color = (color - 0.5) * contrast + 0.5; } float lowerCurve(float x) { float y = 16 * x * (0.5 - x) * 0.1; return clamp(y, 0.0, 1.0); } float upperCurve(float x) { float y = 16 * (0.5 - x) * (x - 1.0) * 0.1; return clamp(y, 0.0, 1.0); } void applyLuminanceCurve(inout vec3 color, float darks, float brights){ // color.r = color.r < 0.5 ? pow(2.0 * color.r, darks) / 2.0 : 1.0 - (pow(2.0 - 2.0 * color.r, brights) / 2.0); // color.g = color.g < 0.5 ? pow(2.0 * color.g, darks) / 2.0 : 1.0 - (pow(2.0 - 2.0 * color.g, brights) / 2.0); // color.b = color.b < 0.5 ? pow(2.0 * color.b, darks) / 2.0 : 1.0 - (pow(2.0 - 2.0 * color.b, brights) / 2.0); color.r += darks * lowerCurve(color.r) + brights * upperCurve(color.r); color.g += darks * lowerCurve(color.g) + brights * upperCurve(color.g); color.b += darks * lowerCurve(color.b) + brights * upperCurve(color.b); } void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){ color.r += (darks.r + darks.a) * lowerCurve(color.r) + (brights.r + brights.a) * upperCurve(color.r); color.g += (darks.g + darks.a) * lowerCurve(color.g) + (brights.g + brights.a) * upperCurve(color.g); color.b += (darks.b + darks.a) * lowerCurve(color.b) + (brights.b + brights.a) * upperCurve(color.b); } #ifdef HURT_AND_DEATH_EFFECT uniform float hurt; uniform float dying; uniform float dead; void PlayerDamagedEffect(inout vec3 outColor){ if(dying > 0){ float vignette2 = clamp(1.0 - exp(-(sin(frameTimeCounter*7)*15+50) * dot(texcoord-0.5,texcoord-0.5)),0.0,1.0); outColor = mix(outColor, vec3(0.0), min(dying,1.0)*vignette2); outColor = mix(outColor, vec3(0.0), dead); }else{ float vignette = clamp(1.0 - exp(-5 * dot(texcoord-0.5,texcoord-0.5)),0.0,1.0); outColor = mix(outColor, vec3(0.3,0.0,0.0), vignette*sqrt(hurt)); } } #endif uniform int hideGUI; void main() { #ifdef BICUBIC_UPSCALING vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb; #else vec3 col = texture2D(colortex7,texcoord).rgb; #endif #ifdef CONTRAST_ADAPTATIVE_SHARPENING //Weights : 1 in the center, 0.5 middle, 0.25 corners vec3 albedoCurrent1 = texture2D(colortex7, texcoord + vec2(texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb; vec3 albedoCurrent2 = texture2D(colortex7, texcoord + vec2(texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb; vec3 albedoCurrent3 = texture2D(colortex7, texcoord + vec2(-texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb; vec3 albedoCurrent4 = texture2D(colortex7, texcoord + vec2(-texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb; vec3 m1 = -0.5/3.5*col + albedoCurrent1/3.5 + albedoCurrent2/3.5 + albedoCurrent3/3.5 + albedoCurrent4/3.5; vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1); float contrast = 1.0 - luma(std)/5.0; col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast) - (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col); #endif float lum = luma(col); vec3 diff = col-lum; col = col + diff*(-lum*CROSSTALK + SATURATION); #ifdef HURT_AND_DEATH_EFFECT PlayerDamagedEffect(col); #endif vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0); #ifdef COLOR_CURVE applyColorCurve(FINAL_COLOR, vec4(R_LOWER_CURVE, G_LOWER_CURVE, B_LOWER_CURVE, LOWER_CURVE), vec4(R_UPPER_CURVE, G_UPPER_CURVE, B_UPPER_CURVE, UPPER_CURVE)); #endif applyContrast(FINAL_COLOR, CONTRAST); // for fun gl_FragColor.rgb = FINAL_COLOR; // uniform sampler2D shadowcolor0; // uniform sampler2D shadowtex0; // uniform sampler2D shadowtex1; // vec2 coord = gl_FragCoord.xy; // int invertChecker = int(mod(coord.x,2)) * int(mod(coord.y,2)); // int checker = int(mod(coord.x*coord.y,2)); // int checker2 = int(mod(coord.x*coord.y+1,2)); // gl_FragColor.rgb = vec3(0.2) * checker * checker2; // if( hideGUI == 1){ // vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0); // if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb; // // if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0); // } }