slang-shaders/bezel/koko-aio/shaders/includes/pixel_glows.include.slang

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vec3 diff_weight(vec3 v1, vec3 ref, float bias) {
float v1_lum = max(max(v1.r, v1.g), v1.b);
float ref_lum = max(max(ref.r, ref.g), ref.b);
v1_lum=clamp(v1_lum,0.0,1.0);
ref_lum=clamp(ref_lum,0.0,1.0);
float g_mix = v1_lum - ref_lum;
g_mix += IN_GLOW_BIAS ;
g_mix = clamp(g_mix, 0.0, 1.0);
return mix(ref, v1, g_mix);
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}
vec4 pixel_glow_std_pow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
// Calculating texel coordinates
vec2 tex = coords.xy * 1.00001;
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
vec2 y2 = 2.0*dy;
vec3 glow_gamma_vec3 = vec3(glow_gamma);
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
my_glowpixy = my_glowpixy / scalemod_y *2 ;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
vec3 l1 = texture(in_texture, pC4 ).rgb;
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
l2 = texture(in_texture, pC4 -dx -dy).rgb;
l1 = texture(in_texture, pC4 -dy).rgb;
r1 = texture(in_texture, pC4 +dx -dy).rgb;
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
l2 = texture(in_texture, pC4 -dx +dy).rgb;
l1 = texture(in_texture, pC4 +dy).rgb;
r1 = texture(in_texture, pC4 +dx +dy).rgb;
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
l2 = texture(in_texture, pC4 -dx +y2).rgb;
l1 = texture(in_texture, pC4 +y2).rgb;
r1 = texture(in_texture, pC4 +dx +y2).rgb;
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
return vec4(Bloom*my_glow,1.0);
}
vec4 dumb_glow(sampler2D in_texture, float my_glow, float glow_gamma, vec2 coords) {
vec3 pixel_in = texture(in_texture, coords ).rgb;
pixel_in = pow(pixel_in,vec3(glow_gamma))*my_glow;
return vec4(pixel_in,0.0);
}
vec4 pixel_glow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
if ( (my_glowpix >= GLOW_SHARP_MAX) && (my_glowpixy >= GLOW_SHARP_MAX) ) {
return dumb_glow(in_texture, my_glow,glow_gamma,coords);
}
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return pixel_glow_std_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
}