Skip to content

Commit

Permalink
Merge pull request #61442 from clayjohn/glow-fxaa-bug
Browse files Browse the repository at this point in the history
[3.x] Disable Alpha throughout Glow and FXAA
  • Loading branch information
akien-mga authored May 27, 2022
2 parents 340283f + f92141b commit 53843de
Show file tree
Hide file tree
Showing 2 changed files with 41 additions and 2 deletions.
22 changes: 21 additions & 1 deletion drivers/gles2/shaders/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -235,18 +235,28 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
const vec3 luma = vec3(0.299, 0.587, 0.114);

vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);

#ifdef DISABLE_ALPHA
float lumaNW = dot(rgbNW.rgb, luma);
float lumaNE = dot(rgbNE.rgb, luma);
float lumaSW = dot(rgbSW.rgb, luma);
float lumaSE = dot(rgbSE.rgb, luma);
float lumaM = dot(rgbM, luma);
#else
float lumaNW = dot(rgbNW.rgb, luma) - ((1.0 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb, luma) - ((1.0 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb, luma) - ((1.0 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb, luma) - ((1.0 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM, luma) - (color.a / 8.0);
#endif

float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));

Expand All @@ -267,6 +277,11 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
vec4 rgbA = 0.5 * (texture2DLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + texture2DLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
vec4 rgbB = rgbA * 0.5 + 0.25 * (texture2DLod(source, uv_interp + dir * -0.5, 0.0) + texture2DLod(source, uv_interp + dir * 0.5, 0.0));

#ifdef DISABLE_ALPHA
float lumaB = dot(rgbB.rgb, luma);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return vec4(color_output.rgb, 1.0);
#else
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
Expand All @@ -275,11 +290,16 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) {
color_output.rgb /= color_output.a;
}
return color_output;
#endif
}

void main() {
vec4 color = texture2DLod(source, uv_interp, 0.0);

#ifdef DISABLE_ALPHA
color.a = 1.0;
#endif

#ifdef USE_FXAA
color = apply_fxaa(color, uv_interp, pixel_size);
#endif
Expand Down
21 changes: 20 additions & 1 deletion drivers/gles3/shaders/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -323,18 +323,28 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
const vec3 luma = vec3(0.299, 0.587, 0.114);

vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0);
vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0);
vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0);
vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0);
vec3 rgbM = color.rgb;
vec3 luma = vec3(0.299, 0.587, 0.114);

#ifdef DISABLE_ALPHA
float lumaNW = dot(rgbNW.rgb * exposure, luma);
float lumaNE = dot(rgbNE.rgb * exposure, luma);
float lumaSW = dot(rgbSW.rgb * exposure, luma);
float lumaSE = dot(rgbSE.rgb * exposure, luma);
float lumaM = dot(rgbM * exposure, luma);
#else
float lumaNW = dot(rgbNW.rgb * exposure, luma) - ((1.0 - rgbNW.a) / 8.0);
float lumaNE = dot(rgbNE.rgb * exposure, luma) - ((1.0 - rgbNE.a) / 8.0);
float lumaSW = dot(rgbSW.rgb * exposure, luma) - ((1.0 - rgbSW.a) / 8.0);
float lumaSE = dot(rgbSE.rgb * exposure, luma) - ((1.0 - rgbSE.a) / 8.0);
float lumaM = dot(rgbM * exposure, luma) - (color.a / 8.0);
#endif

float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));

Expand All @@ -355,6 +365,11 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
vec4 rgbA = 0.5 * exposure * (textureLod(source, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0) + textureLod(source, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0));
vec4 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source, uv_interp + dir * -0.5, 0.0) + textureLod(source, uv_interp + dir * 0.5, 0.0));

#ifdef DISABLE_ALPHA
float lumaB = dot(rgbB.rgb, luma);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
return vec4(color_output.rgb, 1.0);
#else
float lumaB = dot(rgbB.rgb, luma) - ((1.0 - rgbB.a) / 8.0);
vec4 color_output = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB;
if (color_output.a == 0.0) {
Expand All @@ -363,6 +378,7 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) {
color_output.rgb /= color_output.a;
}
return color_output;
#endif
}

// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
Expand Down Expand Up @@ -428,6 +444,9 @@ vec3 apply_cas(vec3 color, float exposure, vec2 uv_interp, float sharpen_intensi
void main() {
vec4 color = textureLod(source, uv_interp, 0.0f);

#ifdef DISABLE_ALPHA
color.a = 1.0;
#endif
// Exposure
float full_exposure = exposure;

Expand Down

0 comments on commit 53843de

Please sign in to comment.