#version 120 //Vignetting, applies bloom, applies exposure and tonemaps the final image //#extension GL_EXT_gpu_shader4 : disable #include "/lib/settings.glsl" varying vec2 texcoord; uniform sampler2D colortex7; // uniform sampler2D noisetex; uniform vec2 texelSize; uniform float viewWidth; uniform float viewHeight; uniform float frameTimeCounter; uniform int frameCounter; uniform int isEyeInWater; #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; } void applyLuminanceCurve(inout vec3 color, float darks, float brights){ // wash out darks // brights = 2.77; // darks = 2; // neat curve // brights = 3.16; // darks = 1.44; // neat curve // brights = 2.27; // darks = 5.0; // SCKRUNKLE // brights = 3.0; // darks = 5.0; vec3 darkCurve = pow(1.0 - pow(1.0 - color, vec3(darks)), vec3(1.0/darks)); vec3 brightCurve = pow(1.0 - pow(color, vec3(brights)), vec3(1.0/brights)); darkCurve = pow(darkCurve,vec3( 3 )); brightCurve = pow(brightCurve,vec3( 3 )); color = (darkCurve - brightCurve) * 0.5 + 0.5; // it goes -1 to 1 by default color = clamp(color,0.0,1.0); } 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); vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0); #ifdef LUMINANCE_CURVE applyLuminanceCurve(FINAL_COLOR, LOWER_CURVE, UPPER_CURVE); #endif applyContrast(FINAL_COLOR, CONTRAST); // for fun gl_FragColor.rgb = FINAL_COLOR; }