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Server : Apache/2.4.58 (Win64) OpenSSL/3.1.3 PHP/8.2.12 System : Windows NT SERVER-PC 10.0 build 26200 (Windows 11) AMD64 User : ServerPC ( 0) PHP Version : 8.2.12 Disable Function : NONE Directory : C:/Program Files (x86)/Steam/steamapps/common/wallpaper_engine/assets/shaders/ |
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varying vec2 v_TexCoord;
uniform sampler2D g_Texture0;
uniform vec4 g_RenderVar0;
#if BICUBIC
vec4 cubic(float v)
{
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
vec4 textureBicubic(vec2 texCoords)
{
float sc = 0.5;
vec2 texSize = sc / g_RenderVar0.xy;
vec2 invTexSize = g_RenderVar0.xy / sc;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = frac(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texSample2D(g_Texture0, offset.xz);
vec4 sample1 = texSample2D(g_Texture0, offset.yz);
vec4 sample2 = texSample2D(g_Texture0, offset.xw);
vec4 sample3 = texSample2D(g_Texture0, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}
#endif
#if BLOOM
uniform float g_BloomStrength; // {"material":"bloomstrength","default":2}
uniform vec4 g_BloomBlendParams; // {"material":"blend","default":"1 1 0 1"}
uniform vec3 g_BloomTint; // {"material":"bloomtint","default":"1 1 1"}
#endif
#if UPSAMPLE
uniform float g_BloomScatter; // {"material":"scatter","default":1}
#endif
void main() {
#if BICUBIC
vec3 albedo = textureBicubic(v_TexCoord + g_RenderVar0.xy).rgb +
textureBicubic(v_TexCoord + g_RenderVar0.zy).rgb +
textureBicubic(v_TexCoord + g_RenderVar0.xw).rgb +
textureBicubic(v_TexCoord + g_RenderVar0.zw).rgb;
#else
vec3 albedo = texSample2D(g_Texture0, v_TexCoord + g_RenderVar0.xy).rgb +
texSample2D(g_Texture0, v_TexCoord + g_RenderVar0.zy).rgb +
texSample2D(g_Texture0, v_TexCoord + g_RenderVar0.xw).rgb +
texSample2D(g_Texture0, v_TexCoord + g_RenderVar0.zw).rgb;
#endif
#if UPSAMPLE
albedo *= 0.25 * g_BloomScatter;
#else
albedo *= 0.25;
#endif
#if BLOOM
albedo = max(CAST3(0), albedo);
float brightness = max(albedo.r, max(albedo.g, albedo.b));
float soft = brightness - g_BloomBlendParams.y;
soft = clamp(soft, 0, g_BloomBlendParams.z);
soft = soft * soft * g_BloomBlendParams.w;
float contribution = max(soft, brightness - g_BloomBlendParams.x);
contribution /= max(brightness, 0.00001);
albedo *= contribution * g_BloomStrength * g_BloomTint;
#endif
gl_FragColor = vec4(albedo, 1.0);
}