Files
wolf_dart/packages/wolf_3d_renderer/shaders/wolf_world.frag

44 lines
1.3 KiB
GLSL

#include <flutter/runtime_effect.glsl>
uniform vec2 uResolution;
uniform vec2 uTexel;
uniform sampler2D uTexture;
out vec4 fragColor;
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
void main() {
vec2 uv = FlutterFragCoord().xy / uResolution;
vec4 centerSample = texture(uTexture, uv);
vec3 sampleN = texture(uTexture, uv + vec2(0.0, -uTexel.y)).rgb;
vec3 sampleS = texture(uTexture, uv + vec2(0.0, uTexel.y)).rgb;
vec3 sampleE = texture(uTexture, uv + vec2(uTexel.x, 0.0)).rgb;
vec3 sampleW = texture(uTexture, uv + vec2(-uTexel.x, 0.0)).rgb;
float lumaCenter = luma(centerSample.rgb);
float lumaMin = min(
lumaCenter,
min(min(luma(sampleN), luma(sampleS)), min(luma(sampleE), luma(sampleW)))
);
float lumaMax = max(
lumaCenter,
max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
);
float edgeSpan = max(lumaMax - lumaMin, 0.0001);
float edgeAmount = smoothstep(0.03, 0.18, edgeSpan);
vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
vec2 centered = uv - 0.5;
float vignette = 1.0 - dot(centered, centered) * 0.35;
vignette = clamp(vignette, 0.75, 1.0);
vec3 color = aaColor * vignette;
fragColor = vec4(color, centerSample.a);
}