2021-07-20 13:40:16 +02:00
|
|
|
/* clang-format off */
|
|
|
|
#[vertex]
|
|
|
|
|
|
|
|
#version 450
|
|
|
|
|
|
|
|
#VERSION_DEFINES
|
|
|
|
|
|
|
|
#include "blur_raster_inc.glsl"
|
|
|
|
|
|
|
|
layout(location = 0) out vec2 uv_interp;
|
|
|
|
/* clang-format on */
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
|
|
|
uv_interp = base_arr[gl_VertexIndex];
|
|
|
|
|
|
|
|
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clang-format off */
|
|
|
|
#[fragment]
|
|
|
|
|
|
|
|
#version 450
|
|
|
|
|
|
|
|
#VERSION_DEFINES
|
|
|
|
|
|
|
|
#include "blur_raster_inc.glsl"
|
|
|
|
|
|
|
|
layout(location = 0) in vec2 uv_interp;
|
|
|
|
/* clang-format on */
|
|
|
|
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
|
|
|
|
|
|
|
#ifdef GLOW_USE_AUTO_EXPOSURE
|
|
|
|
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
layout(location = 0) out vec4 frag_color;
|
|
|
|
|
|
|
|
void main() {
|
2021-07-26 13:31:15 +02:00
|
|
|
// We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
|
|
|
|
|
2021-07-20 13:40:16 +02:00
|
|
|
#ifdef MODE_MIPMAP
|
|
|
|
|
|
|
|
vec2 pix_size = blur.pixel_size;
|
|
|
|
vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
|
|
|
|
color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
|
|
|
|
frag_color = color / 4.0;
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef MODE_GAUSSIAN_BLUR
|
|
|
|
|
2022-04-29 09:10:54 +02:00
|
|
|
// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
|
|
|
|
|
|
|
|
// note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
|
2021-07-20 13:40:16 +02:00
|
|
|
|
|
|
|
if (bool(blur.flags & FLAG_HORIZONTAL)) {
|
|
|
|
vec2 pix_size = blur.pixel_size;
|
|
|
|
pix_size *= 0.5; //reading from larger buffer, so use more samples
|
|
|
|
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
|
|
|
|
color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
|
|
|
|
color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
|
|
|
|
color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
|
|
|
|
color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
|
|
|
|
color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
|
|
|
|
color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
|
|
|
|
frag_color = color;
|
|
|
|
} else {
|
|
|
|
vec2 pix_size = blur.pixel_size;
|
|
|
|
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
|
|
|
|
color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
|
|
|
|
frag_color = color;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef MODE_GAUSSIAN_GLOW
|
|
|
|
|
|
|
|
//Glow uses larger sigma 1 for a more rounded blur effect
|
|
|
|
|
|
|
|
#define GLOW_ADD(m_ofs, m_mult) \
|
|
|
|
{ \
|
|
|
|
vec2 ofs = uv_interp + m_ofs * pix_size; \
|
|
|
|
vec4 c = texture(source_color, ofs) * m_mult; \
|
|
|
|
if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
|
|
|
|
c *= 0.0; \
|
|
|
|
} \
|
|
|
|
color += c; \
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bool(blur.flags & FLAG_HORIZONTAL)) {
|
|
|
|
vec2 pix_size = blur.pixel_size;
|
|
|
|
pix_size *= 0.5; //reading from larger buffer, so use more samples
|
2022-04-29 09:10:54 +02:00
|
|
|
|
2021-07-20 13:40:16 +02:00
|
|
|
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
|
|
|
|
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
|
|
|
|
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
|
|
|
|
GLOW_ADD(vec2(3.0, 0.0), 0.106595);
|
|
|
|
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
|
|
|
|
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
|
|
|
|
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
|
2022-04-29 09:10:54 +02:00
|
|
|
|
|
|
|
// only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
|
2021-07-20 13:40:16 +02:00
|
|
|
color *= blur.glow_strength;
|
2022-04-29 09:10:54 +02:00
|
|
|
|
2021-07-20 13:40:16 +02:00
|
|
|
frag_color = color;
|
|
|
|
} else {
|
|
|
|
vec2 pix_size = blur.pixel_size;
|
|
|
|
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
|
|
|
|
GLOW_ADD(vec2(0.0, 1.0), 0.233062);
|
|
|
|
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
|
|
|
|
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
|
|
|
|
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
|
2022-04-29 09:10:54 +02:00
|
|
|
|
2021-07-20 13:40:16 +02:00
|
|
|
frag_color = color;
|
|
|
|
}
|
|
|
|
|
|
|
|
#undef GLOW_ADD
|
|
|
|
|
|
|
|
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
|
2022-04-29 09:10:54 +02:00
|
|
|
// In the first pass bring back to correct color range else we're applying the wrong threshold
|
|
|
|
// in subsequent passes we can use it as is as we'd just be undoing it right after.
|
|
|
|
frag_color *= blur.luminance_multiplier;
|
|
|
|
|
2021-07-20 13:40:16 +02:00
|
|
|
#ifdef GLOW_USE_AUTO_EXPOSURE
|
|
|
|
|
2022-08-01 01:20:24 +02:00
|
|
|
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
|
2021-07-20 13:40:16 +02:00
|
|
|
#endif
|
|
|
|
frag_color *= blur.glow_exposure;
|
|
|
|
|
|
|
|
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
|
|
|
|
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
|
|
|
|
|
2022-04-29 09:10:54 +02:00
|
|
|
frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
|
2021-07-20 13:40:16 +02:00
|
|
|
}
|
|
|
|
|
2022-04-29 09:10:54 +02:00
|
|
|
#endif // MODE_GAUSSIAN_GLOW
|
2021-07-20 13:40:16 +02:00
|
|
|
|
2021-07-29 09:43:17 +02:00
|
|
|
#ifdef MODE_COPY
|
|
|
|
vec4 color = textureLod(source_color, uv_interp, 0.0);
|
|
|
|
frag_color = color;
|
2021-07-20 13:40:16 +02:00
|
|
|
#endif
|
|
|
|
}
|