slang-shaders/crt/shaders/guest/hd/bloom_horizontal.slang

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#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 - 2023 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
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float BLOOMCUT_H;
float FINE_BLOOM;
} params;
#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEHB " Horizontal Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.75 0.25 15.0 0.025
#define SIGMA_HB params.SIGMA_HB
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
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#define BLOOMCUT_H params.BLOOMCUT_H
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.OriginalSize * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
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vec4 color = vec4(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
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vec4 pixel;
float n = -SIZEHB;
do
{
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pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = gaussian(n+f);
w = (BLOOMCUT_H >= 0.0) ? max(w - BLOOMCUT_H, 0.0) : (max(w + BLOOMCUT_H, 0.0)/(1.0 + BLOOMCUT_H));
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pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEHB);
color = color / wsum;
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FragColor = vec4(color.rgb, pow(color.a, 0.333333));
}