Templates changes for OpenGL shaders.

This commit is contained in:
LuisAntonRebollo 2014-11-08 17:37:24 +01:00
parent c354f59b72
commit 5bcd1458c4
140 changed files with 9210 additions and 6 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
uniform sampler2D backBuffer; // The original backbuffer.
uniform sampler2D prepassTex; // The pre-pass depth and normals.
uniform float brightScalar;
const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
void main()
{
vec4 col = vec4( 0, 0, 0, 1 );
// Get the depth at this pixel.
float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
// If the depth is equal to 1.0, read from the backbuffer
// and perform the exposure calculation on the result.
if ( depth >= 0.999 )
{
col = texture( backBuffer, IN_uv0 );
//col = 1 - exp(-120000 * col);
col += dot( vec3(col), LUMINANCE_VECTOR ) + 0.0001f;
col *= brightScalar;
}
OUT_FragColor0 = col;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl"
uniform sampler2D frameSampler;
uniform sampler2D backBuffer;
uniform vec3 camForward;
uniform vec3 lightDirection;
uniform vec2 screenSunPos;
uniform vec2 oneOverTargetSize;
uniform int numSamples;
uniform float density;
uniform float weight;
uniform float decay;
uniform float exposure;
void main()
{
vec4 texCoord = vec4( IN_uv0.xy, 0, 0 );
// Store initial sample.
half3 color = half3(texture( frameSampler, texCoord.xy ).rgb);
// Store original bb color.
vec4 bbCol = texture( backBuffer, IN_uv1 );
// Set up illumination decay factor.
half illuminationDecay = 1.0;
float amount = saturate( dot( -lightDirection, camForward ) );
int samples = int(numSamples * amount);
if ( samples <= 0 )
{
OUT_FragColor0 = bbCol;
return;
}
// Calculate vector from pixel to light source in screen space.
half2 deltaTexCoord = half2( texCoord.xy - screenSunPos );
// Divide by number of samples and scale by control factor.
deltaTexCoord *= 1.0 / half(samples * density);
// Evaluate summation from Equation 3 NUM_SAMPLES iterations.
for ( int i = 0; i < samples; i++ )
{
// Step sample location along ray.
texCoord.xy -= deltaTexCoord;
// Retrieve sample at new location.
half3 sample_ = half3(tex2Dlod( frameSampler, texCoord ));
// Apply sample attenuation scale/decay factors.
sample_ *= illuminationDecay * weight;
// Accumulate combined color.
color += sample_;
// Update exponential decay factor.
illuminationDecay *= decay;
}
//return saturate( amount ) * color * Exposure;
//return bbCol * decay;
// Output final color with a further scale control factor.
OUT_FragColor0 = saturate( amount ) * vec4( color * exposure, 1 ) + bbCol;
}