feat: Add GLSL renderer and implement FPS overlay across rendering backends
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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43
packages/wolf_3d_renderer/shaders/wolf_world.frag
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43
packages/wolf_3d_renderer/shaders/wolf_world.frag
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#include <flutter/runtime_effect.glsl>
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uniform vec2 uResolution;
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uniform vec2 uTexel;
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uniform sampler2D uTexture;
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out vec4 fragColor;
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float luma(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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void main() {
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vec2 uv = FlutterFragCoord().xy / uResolution;
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vec4 centerSample = texture(uTexture, uv);
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vec3 sampleN = texture(uTexture, uv + vec2(0.0, -uTexel.y)).rgb;
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vec3 sampleS = texture(uTexture, uv + vec2(0.0, uTexel.y)).rgb;
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vec3 sampleE = texture(uTexture, uv + vec2(uTexel.x, 0.0)).rgb;
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vec3 sampleW = texture(uTexture, uv + vec2(-uTexel.x, 0.0)).rgb;
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float lumaCenter = luma(centerSample.rgb);
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float lumaMin = min(
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lumaCenter,
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min(min(luma(sampleN), luma(sampleS)), min(luma(sampleE), luma(sampleW)))
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);
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float lumaMax = max(
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lumaCenter,
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max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
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);
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float edgeSpan = max(lumaMax - lumaMin, 0.0001);
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float edgeAmount = smoothstep(0.03, 0.18, edgeSpan);
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vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
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vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
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vec2 centered = uv - 0.5;
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float vignette = 1.0 - dot(centered, centered) * 0.35;
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vignette = clamp(vignette, 0.75, 1.0);
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vec3 color = aaColor * vignette;
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fragColor = vec4(color, centerSample.a);
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}
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