slang-shaders/test/nonfunctional/shaders/mame/mame_bloom.slang

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Bloom Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
float BloomBlendMode;
float VectorScreen;
float BloomScale;
float BloomOverdrive_r;
float BloomOverdrive_g;
float BloomOverdrive_b;
float Level0Weight;
float Level1Weight;
float Level2Weight;
float Level3Weight;
float Level4Weight;
float Level5Weight;
float Level6Weight;
float Level7Weight;
float Level8Weight;
} params;
#pragma parameter BloomBlendMode "Bloom Blend Mode" 0.0 0.0 1.0 1.0
#pragma parameter VectorScreen "Vector Screen Mode" 0.0 0.0 1.0 1.0
#pragma parameter BloomScale "Bloom Scale" 1.0 0.0 4.0 0.1
#pragma parameter BloomOverdrive_r "Bloom Overdrive R" 1.0 0.0 1.0 0.01
#pragma parameter BloomOverdrive_g "Bloom Overdrive G" 1.0 0.0 1.0 0.01
#pragma parameter BloomOverdrive_b "Bloom Overdrive B" 1.0 0.0 1.0 0.01
#pragma parameter Level0Weight "Bloom Level 0 Weight" 1.0 0.0 1.0 0.01
#pragma parameter Level1Weight "Bloom Level 1 Weight" 0.64 0.0 1.0 0.01
#pragma parameter Level2Weight "Bloom Level 2 Weight" 0.32 0.0 1.0 0.01
#pragma parameter Level3Weight "Bloom Level 3 Weight" 0.16 0.0 1.0 0.01
#pragma parameter Level4Weight "Bloom Level 4 Weight" 0.08 0.0 1.0 0.01
#pragma parameter Level5Weight "Bloom Level 5 Weight" 0.06 0.0 1.0 0.01
#pragma parameter Level6Weight "Bloom Level 6 Weight" 0.04 0.0 1.0 0.01
#pragma parameter Level7Weight "Bloom Level 7 Weight" 0.02 0.0 1.0 0.01
#pragma parameter Level8Weight "Bloom Level 8 Weight" 0.01 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const float E = 2.7182817f;
const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
//-----------------------------------------------------------------------------
// Funcions
//-----------------------------------------------------------------------------
// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
float random(vec2 seed)
{
// irrationals for pseudo randomness
vec2 i = vec2(Gelfond, GelfondSchneider);
return fract(cos(dot(seed, i)) * 123456.0f);
}
//-----------------------------------------------------------------------------
// Bloom Vertex Shader
//-----------------------------------------------------------------------------
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 BloomCoord;
void main()
{
vec4 bloomPos = vec4(Position.xyz, 1.0);
// bloomPos.xy *= params.OutputSize.zw;
// bloomPos.y = 1.0 - bloomPos.y; // flip y
// bloomPos.xy -= 0.5f; // center
// bloomPos.xy *= 2.0f; // zoom
gl_Position = global.MVP * bloomPos; // using bloomPos just makes a black screen /shrug
vTexCoord = TexCoord;
// vTexCoord += 0.5f * params.OutputSize.zw; // half texel offset correction (DX9)
BloomCoord = vTexCoord;
BloomCoord += 0.5f * params.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 BloomCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define DiffuseSampler Source
#define BloomSamplerA Source
#define BloomSamplerB Source
#define BloomSamplerC Source
#define BloomSamplerD Source
#define BloomSamplerE Source
#define BloomSamplerF Source
#define BloomSamplerG Source
#define BloomSamplerH Source
// vector screen uses twice -1 as many bloom levels
#define BloomSamplerI Source
#define BloomSamplerJ Source
#define BloomSamplerK Source
#define BloomSamplerL Source
#define BloomSamplerM Source
#define BloomSamplerN Source
#define BloomSamplerO Source
vec3 GetNoiseFactor(vec3 n, float random)
{
// smaller n become more noisy
vec3 NoiseFactor;
NoiseFactor.x = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.x));
NoiseFactor.y = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.y));
NoiseFactor.z = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.z));
return NoiseFactor;
}
void main()
{
vec3 texel = texture(DiffuseSampler, vTexCoord).rgb;
vec3 texelA = texture(BloomSamplerA, BloomCoord.xy).rgb;
vec3 texelB = texture(BloomSamplerB, BloomCoord.xy).rgb;
vec3 texelC = texture(BloomSamplerC, BloomCoord.xy).rgb;
vec3 texelD = texture(BloomSamplerD, BloomCoord.xy).rgb;
vec3 texelE = texture(BloomSamplerE, BloomCoord.xy).rgb;
vec3 texelF = texture(BloomSamplerF, BloomCoord.xy).rgb;
vec3 texelG = texture(BloomSamplerG, BloomCoord.xy).rgb;
vec3 texelH = texture(BloomSamplerH, BloomCoord.xy).rgb;
vec3 texelI = vec3(0.0f, 0.0f, 0.0f);
vec3 texelJ = vec3(0.0f, 0.0f, 0.0f);
vec3 texelK = vec3(0.0f, 0.0f, 0.0f);
vec3 texelL = vec3(0.0f, 0.0f, 0.0f);
vec3 texelM = vec3(0.0f, 0.0f, 0.0f);
vec3 texelN = vec3(0.0f, 0.0f, 0.0f);
vec3 texelO = vec3(0.0f, 0.0f, 0.0f);
// vector screen uses twice -1 as many bloom levels
if (params.VectorScreen > 0.5)
{
texelI = texture(BloomSamplerI, BloomCoord.xy).rgb;
texelJ = texture(BloomSamplerJ, BloomCoord.xy).rgb;
texelK = texture(BloomSamplerK, BloomCoord.xy).rgb;
texelL = texture(BloomSamplerL, BloomCoord.xy).rgb;
texelM = texture(BloomSamplerM, BloomCoord.xy).rgb;
texelN = texture(BloomSamplerN, BloomCoord.xy).rgb;
texelO = texture(BloomSamplerO, BloomCoord.xy).rgb;
}
vec3 blend;
// brighten
if (params.BloomBlendMode < 0.5)
{
vec3 bloom = vec3(0.0f, 0.0f, 0.0f);
texel *= params.Level0Weight;
if (params.VectorScreen < 0.5)
{
bloom += texelA * params.Level1Weight;
bloom += texelB * params.Level2Weight;
bloom += texelC * params.Level3Weight;
bloom += texelD * params.Level4Weight;
bloom += texelE * params.Level5Weight;
bloom += texelF * params.Level6Weight;
bloom += texelG * params.Level7Weight;
bloom += texelH * params.Level8Weight;
}
// vector screen uses twice -1 as many bloom levels
else
{
bloom += texelA * (params.Level1Weight);
bloom += texelB * (params.Level1Weight + params.Level2Weight) * 0.5f;
bloom += texelC * (params.Level2Weight);
bloom += texelD * (params.Level2Weight + params.Level3Weight) * 0.5f;
bloom += texelE * (params.Level3Weight);
bloom += texelF * (params.Level3Weight + params.Level4Weight) * 0.5f;
bloom += texelG * (params.Level4Weight);
bloom += texelH * (params.Level4Weight + params.Level5Weight) * 0.5f;
bloom += texelI * (params.Level5Weight);
bloom += texelJ * (params.Level5Weight + params.Level6Weight) * 0.5f;
bloom += texelK * (params.Level6Weight);
bloom += texelL * (params.Level6Weight + params.Level7Weight) * 0.5f;
bloom += texelM * (params.Level7Weight);
bloom += texelN * (params.Level7Weight + params.Level8Weight) * 0.5f;
bloom += texelO * (params.Level8Weight);
}
bloom *= params.BloomScale;
vec3 bloomOverdrive;
bloomOverdrive.r = max(0.0f, texel.r + bloom.r - 1.0f) * params.BloomOverdrive_r;
bloomOverdrive.g = max(0.0f, texel.g + bloom.g - 1.0f) * params.BloomOverdrive_g;
bloomOverdrive.b = max(0.0f, texel.b + bloom.b - 1.0f) * params.BloomOverdrive_b;
bloom.r += bloomOverdrive.g * 0.5f;
bloom.r += bloomOverdrive.b * 0.5f;
bloom.g += bloomOverdrive.r * 0.5f;
bloom.g += bloomOverdrive.b * 0.5f;
bloom.b += bloomOverdrive.r * 0.5f;
bloom.b += bloomOverdrive.g * 0.5f;
vec2 NoiseCoord = vTexCoord;
vec3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
blend = texel + bloom * NoiseFactor;
}
// darken
else
{
texelA = min(texel, texelA);
texelB = min(texel, texelB);
texelC = min(texel, texelC);
texelD = min(texel, texelD);
texelE = min(texel, texelE);
texelF = min(texel, texelF);
texelG = min(texel, texelG);
texelH = min(texel, texelH);
blend = texel * params.Level0Weight;
blend = mix(blend, texelA, params.Level1Weight * params.BloomScale);
blend = mix(blend, texelB, params.Level2Weight * params.BloomScale);
blend = mix(blend, texelC, params.Level3Weight * params.BloomScale);
blend = mix(blend, texelD, params.Level4Weight * params.BloomScale);
blend = mix(blend, texelE, params.Level5Weight * params.BloomScale);
blend = mix(blend, texelF, params.Level6Weight * params.BloomScale);
blend = mix(blend, texelG, params.Level7Weight * params.BloomScale);
blend = mix(blend, texelH, params.Level8Weight * params.BloomScale);
}
FragColor = vec4(blend, 1.0);
}