/* clang-format off */ [vertex] layout(location = 0) in highp vec4 vertex_attrib; /* clang-format on */ #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) layout(location = 4) in vec3 cube_in; #else layout(location = 4) in vec2 uv_in; #endif layout(location = 5) in vec2 uv2_in; #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) out vec3 cube_interp; #else out vec2 uv_interp; #endif out vec2 uv2_interp; // These definitions are here because the shader-wrapper builder does // not understand `#elif defined()` #ifdef USE_DISPLAY_TRANSFORM #endif #ifdef USE_COPY_SECTION uniform vec4 copy_section; #elif defined(USE_DISPLAY_TRANSFORM) uniform highp mat4 display_transform; #endif void main() { #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; #elif defined(USE_ASYM_PANO) uv_interp = vertex_attrib.xy; #else uv_interp = uv_in; #ifdef V_FLIP uv_interp.y = 1.0 - uv_interp.y; #endif #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; #ifdef USE_COPY_SECTION uv_interp = copy_section.xy + uv_interp * copy_section.zw; gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; #elif defined(USE_DISPLAY_TRANSFORM) uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy; #endif } /* clang-format off */ [fragment] #ifdef USE_EXTERNAL_SAMPLER // Leave the ifdef so we have this define, for now the extension is loaded through custom defines // #extension GL_OES_EGL_image_external_essl3 : require #endif #define M_PI 3.14159265359 #if !defined(USE_GLES_OVER_GL) precision mediump float; #endif #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) in vec3 cube_interp; #else in vec2 uv_interp; #endif #ifdef USE_ASYM_PANO uniform highp mat4 pano_transform; uniform highp vec4 asym_proj; #endif // These definitions are here because the shader-wrapper builder does // not understand `#elif defined()` #ifdef USE_TEXTURE3D #endif #ifdef USE_TEXTURE2DARRAY #endif #ifdef YCBCR_TO_SRGB #endif #ifdef USE_CUBEMAP uniform samplerCube source_cube; //texunit:0 #elif defined(USE_TEXTURE3D) uniform sampler3D source_3d; //texunit:0 #elif defined(USE_TEXTURE2DARRAY) uniform sampler2DArray source_2d_array; //texunit:0 #elif defined(USE_EXTERNAL_SAMPLER) uniform samplerExternalOES source; #else uniform sampler2D source; //texunit:0 #endif #ifdef SEP_CBCR_TEXTURE uniform sampler2D CbCr; //texunit:1 #endif /* clang-format on */ #ifdef USE_LOD uniform float mip_level; #endif #if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY) uniform float layer; #endif #ifdef USE_MULTIPLIER uniform float multiplier; #endif #if defined(USE_PANORAMA) || defined(USE_ASYM_PANO) uniform highp mat4 sky_transform; vec4 texturePanorama(vec3 normal, sampler2D pano) { vec2 st = vec2( atan(normal.x, normal.z), acos(normal.y)); if (st.x < 0.0) st.x += M_PI * 2.0; st /= vec2(M_PI * 2.0, M_PI); return textureLod(pano, st, 0.0); } #endif uniform vec2 pixel_size; in vec2 uv2_interp; #ifdef USE_BCS uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION uniform sampler2D color_correction; //texunit:1 #endif layout(location = 0) out vec4 frag_color; void main() { //vec4 color = color_interp; #ifdef USE_PANORAMA vec3 cube_normal = normalize(cube_interp); cube_normal.z = -cube_normal.z; cube_normal = mat3(sky_transform) * cube_normal; cube_normal.z = -cube_normal.z; vec4 color = texturePanorama(cube_normal, source); #elif defined(USE_ASYM_PANO) // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. vec3 cube_normal; cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; cube_normal.z = -cube_normal.z; vec4 color = texturePanorama(normalize(cube_normal.xyz), source); #elif defined(USE_CUBEMAP) vec4 color = texture(source_cube, normalize(cube_interp)); #elif defined(USE_TEXTURE3D) vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0); #elif defined(USE_TEXTURE2DARRAY) vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0); #elif defined(SEP_CBCR_TEXTURE) vec4 color; color.r = textureLod(source, uv_interp, 0.0).r; color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5); color.a = 1.0; #else #ifdef USE_LOD vec4 color = textureLod(source, uv_interp, mip_level); #else vec4 color = textureLod(source, uv_interp, 0.0); #endif #endif #ifdef LINEAR_TO_SRGB // regular Linear -> SRGB conversion vec3 a = vec3(0.055); color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308))); #elif defined(YCBCR_TO_SRGB) // YCbCr -> SRGB conversion // Using BT.709 which is the standard for HDTV color.rgb = mat3( vec3(1.00000, 1.00000, 1.00000), vec3(0.00000, -0.18732, 1.85560), vec3(1.57481, -0.46813, 0.00000)) * color.rgb; #endif #ifdef SRGB_TO_LINEAR color.rgb = 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))); #endif #ifdef DEBUG_GRADIENT color.rg = uv_interp; color.b = 0.0; #endif #ifdef DISABLE_ALPHA color.a = 1.0; #endif #ifdef GAUSSIAN_HORIZONTAL color *= 0.38774; color += texture(source, uv_interp + vec2(1.0, 0.0) * pixel_size) * 0.24477; color += texture(source, uv_interp + vec2(2.0, 0.0) * pixel_size) * 0.06136; color += texture(source, uv_interp + vec2(-1.0, 0.0) * pixel_size) * 0.24477; color += texture(source, uv_interp + vec2(-2.0, 0.0) * pixel_size) * 0.06136; #endif #ifdef GAUSSIAN_VERTICAL color *= 0.38774; color += texture(source, uv_interp + vec2(0.0, 1.0) * pixel_size) * 0.24477; color += texture(source, uv_interp + vec2(0.0, 2.0) * pixel_size) * 0.06136; color += texture(source, uv_interp + vec2(0.0, -1.0) * pixel_size) * 0.24477; color += texture(source, uv_interp + vec2(0.0, -2.0) * pixel_size) * 0.06136; #endif #ifdef USE_BCS color.rgb = mix(vec3(0.0), color.rgb, bcs.x); color.rgb = mix(vec3(0.5), color.rgb, bcs.y); color.rgb = mix(vec3(dot(vec3(1.0), color.rgb) * 0.33333), color.rgb, bcs.z); #endif #ifdef USE_COLOR_CORRECTION color.r = texture(color_correction, vec2(color.r, 0.0)).r; color.g = texture(color_correction, vec2(color.g, 0.0)).g; color.b = texture(color_correction, vec2(color.b, 0.0)).b; #endif #ifdef USE_MULTIPLIER color.rgb *= multiplier; #endif frag_color = color; }