148 lines
5.4 KiB
GLSL
148 lines
5.4 KiB
GLSL
/* clang-format off */
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "blur_raster_inc.glsl"
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
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gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
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uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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}
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/* clang-format off */
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#include "blur_raster_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef GLOW_USE_AUTO_EXPOSURE
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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// 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.
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#ifdef MODE_MIPMAP
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
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frag_color = color / 4.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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// For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
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// This minimizes the number of times we change framebuffers which is very important for mobile.
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// Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
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vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
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vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
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vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
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vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
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vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
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vec4 G = texture(source_color, uv_interp);
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vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
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vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
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vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
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vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
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vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
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vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
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float base_weight = 0.5 / 4.0;
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float lesser_weight = 0.125 / 4.0;
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frag_color = (D + E + I + J) * base_weight;
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frag_color += (A + B + G + F) * lesser_weight;
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frag_color += (B + C + H + G) * lesser_weight;
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frag_color += (F + G + L + K) * lesser_weight;
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frag_color += (G + H + M + L) * lesser_weight;
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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//Glow uses larger sigma 1 for a more rounded blur effect
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#define GLOW_ADD(m_ofs, m_mult) \
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{ \
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vec2 ofs = uv_interp + m_ofs * pix_size; \
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vec4 c = texture(source_color, ofs) * m_mult; \
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if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
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c *= 0.0; \
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} \
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color += c; \
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}
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
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GLOW_ADD(vec2(1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(3.0, 0.0), 0.106595);
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GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
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// only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
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color *= blur.glow_strength;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
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GLOW_ADD(vec2(0.0, 1.0), 0.233062);
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GLOW_ADD(vec2(0.0, 2.0), 0.122581);
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GLOW_ADD(vec2(0.0, -1.0), 0.233062);
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GLOW_ADD(vec2(0.0, -2.0), 0.122581);
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frag_color = color;
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}
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#undef GLOW_ADD
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if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
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// In the first pass bring back to correct color range else we're applying the wrong threshold
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// in subsequent passes we can use it as is as we'd just be undoing it right after.
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frag_color *= blur.luminance_multiplier;
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#ifdef GLOW_USE_AUTO_EXPOSURE
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frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
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#endif
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frag_color *= blur.glow_exposure;
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float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
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frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
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}
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#endif // MODE_GAUSSIAN_GLOW
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#ifdef MODE_COPY
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vec4 color = textureLod(source_color, uv_interp, 0.0);
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frag_color = color;
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#endif
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}
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