/* 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[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0); uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0 } /* 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() { // 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. #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 // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes. // This minimizes the number of times we change framebuffers which is very important for mobile. // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0)); vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0)); vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0)); vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5)); vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5)); vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0)); vec4 G = texture(source_color, uv_interp); vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0)); vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5)); vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5)); vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0)); vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0)); vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0)); float base_weight = 0.5 / 4.0; float lesser_weight = 0.125 / 4.0; frag_color = (D + E + I + J) * base_weight; frag_color += (A + B + G + F) * lesser_weight; frag_color += (B + C + H + G) * lesser_weight; frag_color += (F + G + L + K) * lesser_weight; frag_color += (G + H + M + L) * lesser_weight; #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 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); // only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up. color *= blur.glow_strength; 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); frag_color = color; } #undef GLOW_ADD if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) { // 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; #ifdef GLOW_USE_AUTO_EXPOSURE frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale; #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); frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier; } #endif // MODE_GAUSSIAN_GLOW #ifdef MODE_COPY vec4 color = textureLod(source_color, uv_interp, 0.0); frag_color = color; #endif }