mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
improve reshade bloom; still not perfect but better
This commit is contained in:
parent
201fcc8513
commit
2c06d30f96
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@ -1,49 +1,52 @@
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shaders = 7
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shaders = 9
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shader0 = shaders/bloom/BloomPass0.slang
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shader0 = shaders/bloom/BloomPass0.slang
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alias0 = Bloom1
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alias0 = SamplerBloom1
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float_framebuffer0 = true
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float_framebuffer0 = true
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shader1 = shaders/bloom/BloomPass1.slang
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shader1 = shaders/bloom/BloomPass1.slang
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alias1 = Bloom2
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alias1 = SamplerBloom2
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float_framebuffer1 = true
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float_framebuffer1 = true
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shader2 = shaders/bloom/BloomPass2.slang
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shader2 = shaders/bloom/BloomPass2.slang
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alias2 = Bloom3
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alias2 = SamplerBloom3
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float_framebuffer2 = true
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float_framebuffer2 = true
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scale2 = 0.5
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scale2 = 0.5
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scale_type2 = source
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scale_type2 = viewport
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shader3 = shaders/bloom/BloomPass3.slang
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shader3 = shaders/bloom/BloomPass3.slang
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alias3 = Bloom4
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alias3 = SamplerBloom4
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float_framebuffer3 = true
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float_framebuffer3 = true
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scale3 = 0.5
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scale3 = 0.25
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scale_type3 = source
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scale_type3 = viewport
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shader4 = shaders/bloom/BloomPass4.slang
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shader4 = shaders/bloom/BloomPass4.slang
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alias4 = Bloom5
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alias4 = SamplerBloom5
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float_framebuffer4 = true
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float_framebuffer4 = true
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scale4 = 0.5
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scale4 = 0.125
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scale_type4 = source
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scale_type4 = viewport
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shader5 = shaders/bloom/LensFlarePass0.slang
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shader5 = shaders/bloom/LensFlarePass0.slang
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alias5 = LensFlare1
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alias5 = LensFlare1
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float_framebuffer5 = true
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float_framebuffer5 = true
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scale5 = 4.0
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#scale_type5 = source
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scale_type5 = source
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#shader6 = shaders/bloom/LensFlarePass1.slang
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shader6 = shaders/bloom/LensFlarePass1.slang
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#alias6 = LensFlare2
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alias6 = LensFlare2
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#float_framebuffer6 = true
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float_framebuffer6 = true
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#scale6 = 0.5
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scale_type6 = viewport
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#shader7 = shaders/bloom/LensFlarePass2.slang
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shader7 = shaders/bloom/LensFlarePass2.slang
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#alias7 = LensFlare3
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alias7 = LensFlare3
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#float_framebuffer7 = true
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float_framebuffer7 = true
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#scale7 = 0.5
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scale_type7 = viewport
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shader6 = shaders/bloom/LightingCombine.slang
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shader8 = shaders/bloom/LightingCombine.slang
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scale6 = 2.0
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scale8 = 2.0
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scale_type6 = source
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scale_type8 = viewport
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filter_linear6 = true
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filter_linear8 = true
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textures = "Dirt;Sprite"
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textures = "Dirt;Sprite"
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Dirt = shaders/bloom/LensDB.png
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Dirt = shaders/bloom/LensDB.png
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@ -44,9 +44,9 @@ void main()
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 2.;
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bloomuv = offset[i] * PixelSize * 2.;
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bloomuv += vTexCoord.xy;
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bloomuv += vTexCoord.xy;
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tempbloom = textureLod(Source, vec2(bloomuv.xy), 0.);
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tempbloom = textureLod(BackBuffer, vec2(bloomuv.xy), 0.);
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tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold);
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tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold);
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tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold));
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tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold));
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bloom += tempbloom;
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bloom += tempbloom;
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@ -26,6 +26,7 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom1;
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#include "frag_funcs.inc"
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#include "frag_funcs.inc"
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@ -46,9 +47,9 @@ void main()
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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vec2 bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 4;
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vec2 bloomuv = offset[i] * PixelSize * 4.;
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bloomuv += vTexCoord;
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bloomuv += vTexCoord;
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bloom += textureLod(Source, vec2(bloomuv), 0);
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bloom += textureLod(SamplerBloom1, vec2(bloomuv), 0);
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}
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}
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bloom *= 0.125;
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bloom *= 0.125;
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@ -26,6 +26,7 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom2;
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#include "frag_funcs.inc"
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#include "frag_funcs.inc"
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@ -46,9 +47,9 @@ void main()
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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vec2 bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 8.;
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vec2 bloomuv = offset[i] * PixelSize * 8.;
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bloomuv += vTexCoord.xy;
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bloomuv += vTexCoord.xy;
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bloom += textureLod(Source, vec2(bloomuv), 0.);
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bloom += textureLod(SamplerBloom2, vec2(bloomuv), 0.);
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}
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}
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bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur
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bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur
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@ -26,12 +26,13 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom3;
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#include "frag_funcs.inc"
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#include "frag_funcs.inc"
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void main()
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void main()
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{
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{
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vec4 bloom = GaussBlur22(vTexCoord.xy, Source, 16., 0., false);
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vec4 bloom = GaussBlur22(vTexCoord.xy, SamplerBloom3, 16., 0., false);
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bloom.w *= global.fAnamFlareAmount;
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bloom.w *= global.fAnamFlareAmount;
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bloom.xyz *= global.fBloomAmount;
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bloom.xyz *= global.fBloomAmount;
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FragColor = bloom;
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FragColor = bloom;
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@ -26,13 +26,14 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom4;
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#include "frag_funcs.inc"
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#include "frag_funcs.inc"
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void main()
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void main()
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{
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{
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vec4 bloom = vec4(0.);
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vec4 bloom = vec4(0.);
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bloom.xyz = GaussBlur22(vTexCoord, Source, 16., 0., true).xyz * 2.5;
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bloom.xyz = GaussBlur22(vTexCoord, SamplerBloom4, 16., 0., true).xyz * 2.5;
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bloom.w = GaussBlur22(vTexCoord, Source, 32 * global.fAnamFlareWideness, 0., false).w * 2.5; // to have anamflare texture (bloom.w) avoid vertical blur
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bloom.w = GaussBlur22(vTexCoord, SamplerBloom4, 32 * global.fAnamFlareWideness, 0., false).w * 2.5; // to have anamflare texture (bloom.w) avoid vertical blur
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FragColor = bloom;
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FragColor = bloom;
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}
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}
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@ -34,7 +34,7 @@ void main()
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vec4 lens = vec4(0.);
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vec4 lens = vec4(0.);
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// Lenz
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// Lenz
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if (global.bLenzEnable > 0.5)
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if (bLenzEnable)
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{
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{
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const vec3 lfoffset[19] = {
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const vec3 lfoffset[19] = {
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vec3(0.9, 0.01, 4),
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vec3(0.9, 0.01, 4),
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@ -92,7 +92,7 @@ void main()
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lfcoord.xy = 0.5 - lfcoord.xy;
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lfcoord.xy = 0.5 - lfcoord.xy;
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vec2 tempfact = (lfcoord.xy - 0.5) * 2.;
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vec2 tempfact = (lfcoord.xy - 0.5) * 2.;
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float templensmult = clamp(1.0 - dot(tempfact, tempfact), 0., 1.);
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float templensmult = clamp(1.0 - dot(tempfact, tempfact), 0., 1.);
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vec3 lenstemp1 = vec3(dot(textureLod(Original, vec2(lfcoord.xy), 1.0).rgb, vec3(0.333)));
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vec3 lenstemp1 = vec3(dot(textureLod(BackBuffer, vec2(lfcoord.xy), 1.0).rgb, vec3(0.333)));
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/* Doesn't exist in RetroArch, so comment it out
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/* Doesn't exist in RetroArch, so comment it out
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#if LENZ_DEPTH_CHECK
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#if LENZ_DEPTH_CHECK
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float templensdepth = texture(ReShade::DepthBuffer, lfcoord.xy).x;
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float templensdepth = texture(ReShade::DepthBuffer, lfcoord.xy).x;
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}
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}
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// Chapman Lens
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// Chapman Lens
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if (global.bChapFlareEnable > 0.5)
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if (bChapFlareEnable)
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{
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{
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vec2 sample_vector = (vec2(0.5, 0.5) - vTexCoord.xy) * global.fChapFlareDispersal;
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vec2 sample_vector = (vec2(0.5, 0.5) - vTexCoord.xy) * global.fChapFlareDispersal;
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vec2 halo_vector = normalize(sample_vector) * global.fChapFlareSize;
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vec2 halo_vector = normalize(sample_vector) * global.fChapFlareSize;
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vec3 chaplens = GetDistortedTex(Original, vTexCoord.xy + halo_vector, halo_vector, fChapFlareCA * 2.5).rgb;
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vec3 chaplens = GetDistortedTex(BackBuffer, vTexCoord.xy + halo_vector, halo_vector, fChapFlareCA * 2.5).rgb;
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for (int j = 0; j < int(global.iChapFlareCount); ++j)
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for (int j = 0; j < int(global.iChapFlareCount); ++j)
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{
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{
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vec2 foffset = sample_vector * float(j);
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vec2 foffset = sample_vector * float(j);
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chaplens += GetDistortedTex(Original, vTexCoord.xy + foffset, foffset, fChapFlareCA).rgb;
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chaplens += GetDistortedTex(BackBuffer, vTexCoord.xy + foffset, foffset, fChapFlareCA).rgb;
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}
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}
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chaplens *= 1.0 / global.iChapFlareCount;
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chaplens *= 1.0 / global.iChapFlareCount;
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}
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}
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// Godrays
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// Godrays
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if (global.bGodrayEnable > 0.5)
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if (bGodrayEnable)
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{
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{
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const vec2 ScreenLightPos = vec2(0.5, 0.5);
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const vec2 ScreenLightPos = vec2(0.5, 0.5);
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vec2 texcoord2 = vTexCoord;
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vec2 texcoord2 = vTexCoord;
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for (int g = 0; g < int(global.iGodraySamples); g++)
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for (int g = 0; g < int(global.iGodraySamples); g++)
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{
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{
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texcoord2 -= deltaTexCoord;;
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texcoord2 -= deltaTexCoord;;
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vec4 sample2 = textureLod(Original, vec2(texcoord2), 0.);
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vec4 sample2 = textureLod(BackBuffer, vec2(texcoord2), 0.);
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float sampledepth = textureLod(Original, vec2(texcoord2), 0.).x;
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// float sampledepth = textureLod(BackBuffer, vec2(texcoord2), 0.).x; //no depth checking in RA so just comment it out
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sample2.w = clamp(dot(sample2.xyz, vec3(0.3333)) - global.fGodrayThreshold, 0., 1.);
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sample2.w = clamp(dot(sample2.xyz, vec3(0.3333)) - global.fGodrayThreshold, 0., 1.);
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sample2.r *= 1.00;
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sample2.r *= 1.00;
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sample2.g *= 0.95;
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sample2.g *= 0.95;
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}
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}
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// Anamorphic flare
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// Anamorphic flare
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if (global.bAnamFlareEnable > 0.5)
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if (bAnamFlareEnable)
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{
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{
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vec3 anamFlare = vec3(0.);
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vec3 anamFlare = vec3(0.);
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const float gaussweight[5] = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
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const float gaussweight[5] = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
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for (int z = -4; z < 5; z++)
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for (int z = -4; z < 5; z++)
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{
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{
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anamFlare += GetAnamorphicSample(0, vTexCoord.xy + vec2(0, z * (vTexCoord.y * params.SourceSize.w) * 2.), global.fFlareBlur) * fFlareTint * gaussweight[abs(z)];
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anamFlare += GetAnamorphicSample(0, vTexCoord.xy + vec2(0, z * PixelSize.y * 2.), global.fFlareBlur) * fFlareTint * gaussweight[abs(z)];
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}
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}
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lens.xyz += anamFlare * global.fFlareIntensity;
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lens.xyz += anamFlare * global.fFlareIntensity;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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layout(set = 0, binding = 4) uniform sampler2D Bloom3;
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom3;
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layout(set = 0, binding = 5) uniform sampler2D Bloom5;
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layout(set = 0, binding = 5) uniform sampler2D SamplerBloom5;
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layout(set = 0, binding = 6) uniform sampler2D Dirt;
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layout(set = 0, binding = 6) uniform sampler2D Dirt;
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layout(set = 0, binding = 7) uniform sampler2D Sprite;
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layout(set = 0, binding = 7) uniform sampler2D Sprite;
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layout(set = 0, binding = 8) uniform sampler2D LensFlare1;
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layout(set = 0, binding = 8) uniform sampler2D LensFlare1;
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@ -39,12 +39,12 @@ layout(set = 0, binding = 8) uniform sampler2D LensFlare1;
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void main()
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void main()
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{
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{
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vec4 color = vec4(0.);
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vec4 color = vec4(0.);
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color = texture(Original, vTexCoord.xy);
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color = texture(BackBuffer, vTexCoord.xy);
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// Bloom
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// Bloom
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vec3 colorbloom = vec3(0.);
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vec3 colorbloom = vec3(0.);
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colorbloom += texture(Bloom3, vTexCoord.xy).rgb * 1.0;
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colorbloom += texture(SamplerBloom3, vTexCoord.xy).rgb * 1.0;
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colorbloom += texture(Bloom5, vTexCoord.xy).rgb * 9.0;
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colorbloom += texture(SamplerBloom5, vTexCoord.xy).rgb * 9.0;
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colorbloom *= 0.1;
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colorbloom *= 0.1;
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colorbloom = saturate(colorbloom);
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colorbloom = saturate(colorbloom);
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float colorbloomgray = dot(colorbloom, vec3(0.333));
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float colorbloomgray = dot(colorbloom, vec3(0.333));
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color.rgb = max(color.rgb, colorbloom);
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color.rgb = max(color.rgb, colorbloom);
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// Anamorphic flare
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// Anamorphic flare
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if (global.bAnamFlareEnable > 0.5)
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if (bAnamFlareEnable)
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{
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{
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vec3 anamflare = texture(Bloom5, vTexCoord.xy).w * 2. * fAnamFlareColor;
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vec3 anamflare = texture(SamplerBloom5, vTexCoord.xy).w * 2. * fAnamFlareColor;
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anamflare = max(anamflare, 0.0);
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anamflare = max(anamflare, 0.0);
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color.rgb += pow(anamflare, vec3(1.0 / global.fAnamFlareCurve));
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color.rgb += pow(anamflare, vec3(1.0 / global.fAnamFlareCurve));
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}
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}
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// Lens dirt
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// Lens dirt
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if (global.bLensdirtEnable > 0.5)
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if (bLensdirtEnable)
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{
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{
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float lensdirtmult = dot(texture(Bloom5, vTexCoord).rgb, vec3(0.333));
|
float lensdirtmult = dot(texture(SamplerBloom5, vTexCoord).rgb, vec3(0.333));
|
||||||
vec3 dirttex = texture(Dirt, vTexCoord).rgb;
|
vec3 dirttex = texture(Dirt, vTexCoord).rgb;
|
||||||
vec3 lensdirt = dirttex * lensdirtmult * global.fLensdirtIntensity;
|
vec3 lensdirt = dirttex * lensdirtmult * global.fLensdirtIntensity;
|
||||||
|
|
||||||
|
@ -88,13 +88,13 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Lens flares
|
// Lens flares
|
||||||
if (global.bAnamFlareEnable > 0.5 || global.bLenzEnable > 0.5 || global.bGodrayEnable > 0.5 || global.bChapFlareEnable > 0.5)
|
if (bAnamFlareEnable || bLenzEnable || bGodrayEnable || bChapFlareEnable)
|
||||||
{
|
{
|
||||||
vec3 lensflareSample = texture(LensFlare1, vTexCoord.xy).rgb, lensflareMask;
|
vec3 lensflareSample = texture(LensFlare1, vTexCoord.xy).rgb, lensflareMask;
|
||||||
lensflareMask = texture(Sprite, vTexCoord + vec2( 0.5, 0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
|
lensflareMask = texture(Sprite, vTexCoord + vec2( 0.5, 0.5) * PixelSize).rgb;
|
||||||
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, 0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
|
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, 0.5) * PixelSize).rgb;
|
||||||
lensflareMask += texture(Sprite, vTexCoord + vec2( 0.5, -0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
|
lensflareMask += texture(Sprite, vTexCoord + vec2( 0.5, -0.5) * PixelSize).rgb;
|
||||||
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, -0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
|
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, -0.5) * PixelSize).rgb;
|
||||||
|
|
||||||
color.rgb += lensflareMask * 0.25 * lensflareSample;
|
color.rgb += lensflareMask * 0.25 * lensflareSample;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,10 @@
|
||||||
|
#define PixelSize (params.SourceSize.zw)
|
||||||
|
#define BackBuffer Original
|
||||||
|
|
||||||
vec4 GaussBlur22(vec2 coord, sampler2D tex, float mult, float lodlevel, bool isBlurVert)
|
vec4 GaussBlur22(vec2 coord, sampler2D tex, float mult, float lodlevel, bool isBlurVert)
|
||||||
{
|
{
|
||||||
vec4 sum = vec4(0.);
|
vec4 sum = vec4(0.);
|
||||||
vec2 axis = isBlurVert ? vec2(0, 1) : vec2(1, 0);
|
vec2 axis = isBlurVert ? vec2(0., 1.) : vec2(1., 0.);
|
||||||
|
|
||||||
const float weight[11] = {
|
const float weight[11] = {
|
||||||
0.082607,
|
0.082607,
|
||||||
|
@ -20,7 +23,7 @@ vec4 GaussBlur22(vec2 coord, sampler2D tex, float mult, float lodlevel, bool isB
|
||||||
for (int i = -10; i < 11; i++)
|
for (int i = -10; i < 11; i++)
|
||||||
{
|
{
|
||||||
float currweight = weight[abs(i)];
|
float currweight = weight[abs(i)];
|
||||||
sum += textureLod(tex, vec2(coord.xy + axis.xy * float(i) * (vTexCoord.xy * params.SourceSize.zw) * mult), lodlevel) * currweight;
|
sum += textureLod(tex, vec2(coord.xy + axis.xy * float(i) * PixelSize * mult), lodlevel) * currweight;
|
||||||
}
|
}
|
||||||
|
|
||||||
return sum;
|
return sum;
|
||||||
|
@ -52,7 +55,7 @@ vec3 GetDistortedTex(sampler2D tex, vec2 sample_center, vec2 sample_vector, vec3
|
||||||
|
|
||||||
vec3 GetBrightPass(vec2 coords)
|
vec3 GetBrightPass(vec2 coords)
|
||||||
{
|
{
|
||||||
vec3 c = texture(Original, coords).rgb;
|
vec3 c = texture(BackBuffer, coords).rgb;
|
||||||
vec3 bC = max(c - global.fFlareLuminance.xxx, 0.0);
|
vec3 bC = max(c - global.fFlareLuminance.xxx, 0.0);
|
||||||
float bright = dot(bC, vec3(1.0));
|
float bright = dot(bC, vec3(1.0));
|
||||||
bright = smoothstep(0.0f, 0.5, bright);
|
bright = smoothstep(0.0f, 0.5, bright);
|
||||||
|
|
|
@ -8,14 +8,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
float fBloomTint_r;
|
float fBloomTint_r;
|
||||||
float fBloomTint_g;
|
float fBloomTint_g;
|
||||||
float fBloomTint_b;
|
float fBloomTint_b;
|
||||||
float bLensdirtEnable;
|
float bLensdirtEnable_toggle;
|
||||||
float iLensdirtMixmode;
|
float iLensdirtMixmode;
|
||||||
float fLensdirtIntensity;
|
float fLensdirtIntensity;
|
||||||
float fLensdirtSaturation;
|
float fLensdirtSaturation;
|
||||||
float fLensdirtTint_r;
|
float fLensdirtTint_r;
|
||||||
float fLensdirtTint_g;
|
float fLensdirtTint_g;
|
||||||
float fLensdirtTint_b;
|
float fLensdirtTint_b;
|
||||||
float bAnamFlareEnable;
|
float bAnamFlareEnable_toggle;
|
||||||
float fAnamFlareThreshold;
|
float fAnamFlareThreshold;
|
||||||
float fAnamFlareWideness;
|
float fAnamFlareWideness;
|
||||||
float fAnamFlareAmount;
|
float fAnamFlareAmount;
|
||||||
|
@ -23,10 +23,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
float fAnamFlareColor_r;
|
float fAnamFlareColor_r;
|
||||||
float fAnamFlareColor_g;
|
float fAnamFlareColor_g;
|
||||||
float fAnamFlareColor_b;
|
float fAnamFlareColor_b;
|
||||||
float bLenzEnable;
|
float bLenzEnable_toggle;
|
||||||
float fLenzIntensity;
|
float fLenzIntensity;
|
||||||
float fLenzThreshold;
|
float fLenzThreshold;
|
||||||
float bChapFlareEnable;
|
float bChapFlareEnable_toggle;
|
||||||
float fChapFlareThreshold;
|
float fChapFlareThreshold;
|
||||||
float iChapFlareCount;
|
float iChapFlareCount;
|
||||||
float fChapFlareDispersal;
|
float fChapFlareDispersal;
|
||||||
|
@ -35,7 +35,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
float fChapFlareCA_g;
|
float fChapFlareCA_g;
|
||||||
float fChapFlareCA_b;
|
float fChapFlareCA_b;
|
||||||
float fChapFlareIntensity;
|
float fChapFlareIntensity;
|
||||||
float bGodrayEnable;
|
float bGodrayEnable_toggle;
|
||||||
float fGodrayDecay;
|
float fGodrayDecay;
|
||||||
float fGodrayExposure;
|
float fGodrayExposure;
|
||||||
float fGodrayWeight;
|
float fGodrayWeight;
|
||||||
|
@ -50,53 +50,86 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
float fFlareTint_b;
|
float fFlareTint_b;
|
||||||
} global;
|
} global;
|
||||||
|
|
||||||
|
#pragma parameter bLensdirtEnable_toggle "Lens Dirt Enable" 0.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter bAnamFlareEnable_toggle "Anam Flare Enable" 0.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter bLenzEnable_toggle "Lenz Enable" 0.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter bChapFlareEnable_toggle "Chap Flare Enable" 0.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter bGodrayEnable_toggle "Godray Enable" 0.0 0.0 1.0 1.0
|
||||||
|
|
||||||
#pragma parameter iBloomMixmode "Bloom Mix Mode" 0.0 0.0 2.0 1.0
|
#pragma parameter iBloomMixmode "Bloom Mix Mode" 0.0 0.0 2.0 1.0
|
||||||
|
//Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0
|
||||||
#pragma parameter fBloomThreshold "Bloom Threshold" 0.8 0.1 1.0 0.1
|
#pragma parameter fBloomThreshold "Bloom Threshold" 0.8 0.1 1.0 0.1
|
||||||
|
//Every pixel brighter than this value triggers bloom.
|
||||||
#pragma parameter fBloomAmount "Bloom Amount" 0.8 0.0 20.0 0.1
|
#pragma parameter fBloomAmount "Bloom Amount" 0.8 0.0 20.0 0.1
|
||||||
|
//Intensity of bloom.
|
||||||
#pragma parameter fBloomSaturation "Bloom Saturation" 0.8 0.0 2.0 0.1
|
#pragma parameter fBloomSaturation "Bloom Saturation" 0.8 0.0 2.0 0.1
|
||||||
|
//Bloom saturation. 0.0 means white bloom, 2.0 means very, very colorful bloom.
|
||||||
#pragma parameter fBloomTint_r "Bloom Tint R" 0.7 0.0 1.0 0.05
|
#pragma parameter fBloomTint_r "Bloom Tint R" 0.7 0.0 1.0 0.05
|
||||||
#pragma parameter fBloomTint_g "Bloom Tint G" 0.8 0.0 1.0 0.05
|
#pragma parameter fBloomTint_g "Bloom Tint G" 0.8 0.0 1.0 0.05
|
||||||
#pragma parameter fBloomTint_b "Bloom Tint B" 1.0 0.0 1.0 0.05
|
#pragma parameter fBloomTint_b "Bloom Tint B" 1.0 0.0 1.0 0.05
|
||||||
#pragma parameter bLensdirtEnable "Lens Dirt Enable" 0.0 0.0 1.0 1.0
|
//R, G and B components of bloom tint the bloom color gets shifted to.
|
||||||
#pragma parameter iLensdirtMixmode "Lens Dirt Mix Mode" 0.0 0.0 3.0 1.0
|
#pragma parameter iLensdirtMixmode "Lens Dirt Mix Mode" 0.0 0.0 3.0 1.0
|
||||||
|
//Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0
|
||||||
#pragma parameter fLensdirtIntensity "Lens Dirt Intensity" 0.4 0.0 2.0 0.1
|
#pragma parameter fLensdirtIntensity "Lens Dirt Intensity" 0.4 0.0 2.0 0.1
|
||||||
|
//Intensity of lensdirt.
|
||||||
#pragma parameter fLensdirtSaturation "Lens Dirt Saturation" 2.0 0.0 2.0 0.1
|
#pragma parameter fLensdirtSaturation "Lens Dirt Saturation" 2.0 0.0 2.0 0.1
|
||||||
|
//Color saturation of lensdirt.
|
||||||
#pragma parameter fLensdirtTint_r "Lens Dirt Tint R" 1.0 0.0 1.0 0.05
|
#pragma parameter fLensdirtTint_r "Lens Dirt Tint R" 1.0 0.0 1.0 0.05
|
||||||
#pragma parameter fLensdirtTint_g "Lens Dirt Tint G" 1.0 0.0 1.0 0.05
|
#pragma parameter fLensdirtTint_g "Lens Dirt Tint G" 1.0 0.0 1.0 0.05
|
||||||
#pragma parameter fLensdirtTint_b "Lens Dirt Tint B" 1.0 0.0 1.0 0.05
|
#pragma parameter fLensdirtTint_b "Lens Dirt Tint B" 1.0 0.0 1.0 0.05
|
||||||
#pragma parameter bAnamFlareEnable "Anam Flare Enable" 0.0 0.0 1.0 1.0
|
//R, G and B components of lensdirt tint the lensdirt color gets shifted to.
|
||||||
#pragma parameter fAnamFlareThreshold "Anam Flare Threshold" 0.9 0.1 1.0 0.1
|
#pragma parameter fAnamFlareThreshold "Anam Flare Threshold" 0.9 0.1 1.0 0.1
|
||||||
|
//Every pixel brighter than this value gets a flare.
|
||||||
#pragma parameter fAnamFlareWideness "Anam Flare Width" 2.4 1.0 2.5 0.1
|
#pragma parameter fAnamFlareWideness "Anam Flare Width" 2.4 1.0 2.5 0.1
|
||||||
|
//Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible.
|
||||||
#pragma parameter fAnamFlareAmount "Anam Flare Amt" 14.5 1.0 20.0 0.5
|
#pragma parameter fAnamFlareAmount "Anam Flare Amt" 14.5 1.0 20.0 0.5
|
||||||
|
//Intensity of anamorphic flare.
|
||||||
#pragma parameter fAnamFlareCurve "Anam Flare Curve" 1.2 1.0 2.0 0.1
|
#pragma parameter fAnamFlareCurve "Anam Flare Curve" 1.2 1.0 2.0 0.1
|
||||||
|
//Intensity curve of flare with distance from source.
|
||||||
#pragma parameter fAnamFlareColor_r "Anam Flare Col R" 0.012 0.0 1.0 0.01
|
#pragma parameter fAnamFlareColor_r "Anam Flare Col R" 0.012 0.0 1.0 0.01
|
||||||
#pragma parameter fAnamFlareColor_g "Anam Flare Col G" 0.313 0.0 1.0 0.01
|
#pragma parameter fAnamFlareColor_g "Anam Flare Col G" 0.313 0.0 1.0 0.01
|
||||||
#pragma parameter fAnamFlareColor_b "Anam Flare Col B" 0.588 0.0 1.0 0.01
|
#pragma parameter fAnamFlareColor_b "Anam Flare Col B" 0.588 0.0 1.0 0.01
|
||||||
#pragma parameter bLenzEnable "Lenz Enable" 0.0 0.0 1.0 1.0
|
//R, G and B components of anamorphic flare. Flare is always same color.
|
||||||
#pragma parameter fLenzIntensity "Lenz Intensity" 1.0 0.2 3.0 0.1
|
#pragma parameter fLenzIntensity "Lenz Intensity" 1.0 0.2 3.0 0.1
|
||||||
|
//Power of lens flare effect
|
||||||
#pragma parameter fLenzThreshold "Lenz Threshold" 0.8 0.6 1.0 0.1
|
#pragma parameter fLenzThreshold "Lenz Threshold" 0.8 0.6 1.0 0.1
|
||||||
#pragma parameter bChapFlareEnable "Chap Flare Enable" 0.0 0.0 1.0 1.0
|
//Minimum brightness an object must have to cast lensflare.
|
||||||
#pragma parameter fChapFlareThreshold "Chap Flare Threshold" 0.9 0.7 0.99 0.05
|
#pragma parameter fChapFlareThreshold "Chap Flare Threshold" 0.9 0.7 0.99 0.05
|
||||||
|
//Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
|
||||||
#pragma parameter iChapFlareCount "Chap Flare Count" 15.0 1.0 20.0 1.0
|
#pragma parameter iChapFlareCount "Chap Flare Count" 15.0 1.0 20.0 1.0
|
||||||
|
//Number of single halos to be generated. If set to 0, only the curved halo around is visible.
|
||||||
#pragma parameter fChapFlareDispersal "Chap Flare Dispersal" 0.25 0.25 1.0 0.05
|
#pragma parameter fChapFlareDispersal "Chap Flare Dispersal" 0.25 0.25 1.0 0.05
|
||||||
|
//Distance from screen center (and from themselves) the flares are generated.
|
||||||
#pragma parameter fChapFlareSize "Chap Flare Size" 0.45 0.2 0.8 0.05
|
#pragma parameter fChapFlareSize "Chap Flare Size" 0.45 0.2 0.8 0.05
|
||||||
|
//Distance (from screen center) the halo and flares are generated.
|
||||||
#pragma parameter fChapFlareCA_r "Chap Flare CA R" 0.0 0.0 1.0 0.01
|
#pragma parameter fChapFlareCA_r "Chap Flare CA R" 0.0 0.0 1.0 0.01
|
||||||
#pragma parameter fChapFlareCA_g "Chap Flare CA G" 0.01 0.0 1.0 0.01
|
#pragma parameter fChapFlareCA_g "Chap Flare CA G" 0.01 0.0 1.0 0.01
|
||||||
#pragma parameter fChapFlareCA_b "Chap Flare CA B" 0.02 0.0 1.0 0.01
|
#pragma parameter fChapFlareCA_b "Chap Flare CA B" 0.02 0.0 1.0 0.01
|
||||||
|
//Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
|
||||||
#pragma parameter fChapFlareIntensity "Chap Flare Intensity" 100.0 5.0 200.0 5.0
|
#pragma parameter fChapFlareIntensity "Chap Flare Intensity" 100.0 5.0 200.0 5.0
|
||||||
#pragma parameter bGodrayEnable "Godray Enable" 0.0 0.0 1.0 1.0
|
//Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
|
||||||
#pragma parameter fGodrayDecay "Godray Decay" 0.99 0.5 0.9999 0.05
|
#pragma parameter fGodrayDecay "Godray Decay" 0.99 0.5 0.9999 0.05
|
||||||
|
//How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
|
||||||
#pragma parameter fGodrayExposure "Godray Exposure" 1.0 0.7 1.5 0.05
|
#pragma parameter fGodrayExposure "Godray Exposure" 1.0 0.7 1.5 0.05
|
||||||
|
//Upscales the godray's brightness
|
||||||
#pragma parameter fGodrayWeight "Godray Weight" 1.25 0.8 1.7 0.05
|
#pragma parameter fGodrayWeight "Godray Weight" 1.25 0.8 1.7 0.05
|
||||||
|
//weighting
|
||||||
#pragma parameter fGodrayDensity "Godray Density" 1.0 0.2 2.0 0.2
|
#pragma parameter fGodrayDensity "Godray Density" 1.0 0.2 2.0 0.2
|
||||||
|
//Density of rays, higher means more and brighter rays
|
||||||
#pragma parameter fGodrayThreshold "Godray Threshold" 0.9 0.6 1.0 0.05
|
#pragma parameter fGodrayThreshold "Godray Threshold" 0.9 0.6 1.0 0.05
|
||||||
|
//Minimum brightness an object must have to cast godrays
|
||||||
#pragma parameter iGodraySamples "Godray Samples" 128.0 16.0 256.0 16.0
|
#pragma parameter iGodraySamples "Godray Samples" 128.0 16.0 256.0 16.0
|
||||||
|
//2^x format values; How many samples the godrays get
|
||||||
#pragma parameter fFlareLuminance "Flare Luminance" 0.095 0.0 1.0 0.005
|
#pragma parameter fFlareLuminance "Flare Luminance" 0.095 0.0 1.0 0.005
|
||||||
|
//bright pass luminance value
|
||||||
#pragma parameter fFlareBlur "Flare Blur" 200.0 1.0 10000.0 50.0
|
#pragma parameter fFlareBlur "Flare Blur" 200.0 1.0 10000.0 50.0
|
||||||
|
//manages the size of the flare
|
||||||
#pragma parameter fFlareIntensity "Flare Intensity" 2.07 0.2 5.0 0.1
|
#pragma parameter fFlareIntensity "Flare Intensity" 2.07 0.2 5.0 0.1
|
||||||
|
//effect intensity
|
||||||
#pragma parameter fFlareTint_r "Flare Tint R" 0.137 0.0 1.0 0.05
|
#pragma parameter fFlareTint_r "Flare Tint R" 0.137 0.0 1.0 0.05
|
||||||
#pragma parameter fFlareTint_g "Flare Tint G" 0.216 0.0 1.0 0.05
|
#pragma parameter fFlareTint_g "Flare Tint G" 0.216 0.0 1.0 0.05
|
||||||
#pragma parameter fFlareTint_b "Flare Tint B" 1.0 0.0 1.0 0.05
|
#pragma parameter fFlareTint_b "Flare Tint B" 1.0 0.0 1.0 0.05
|
||||||
|
//effect tint RGB
|
||||||
|
|
||||||
vec3 fFlareTint = vec3(global.fFlareTint_r, global.fFlareTint_g, global.fFlareTint_b);
|
vec3 fFlareTint = vec3(global.fFlareTint_r, global.fFlareTint_g, global.fFlareTint_b);
|
||||||
vec3 fAnamFlareColor = vec3(global.fAnamFlareColor_r, global.fAnamFlareColor_g, global.fAnamFlareColor_b);
|
vec3 fAnamFlareColor = vec3(global.fAnamFlareColor_r, global.fAnamFlareColor_g, global.fAnamFlareColor_b);
|
||||||
|
@ -104,6 +137,12 @@ vec3 fLensdirtTint = vec3(global.fLensdirtTint_r, global.fLensdirtTint_g, global
|
||||||
vec3 fBloomTint = vec3(global.fBloomTint_r, global.fBloomTint_g, global.fBloomTint_b);
|
vec3 fBloomTint = vec3(global.fBloomTint_r, global.fBloomTint_g, global.fBloomTint_b);
|
||||||
vec3 fChapFlareCA = vec3(global.fChapFlareCA_r, global.fChapFlareCA_g, global.fChapFlareCA_b);
|
vec3 fChapFlareCA = vec3(global.fChapFlareCA_r, global.fChapFlareCA_g, global.fChapFlareCA_b);
|
||||||
|
|
||||||
|
bool bGodrayEnable = bool(global.bGodrayEnable_toggle);
|
||||||
|
bool bChapFlareEnable = bool(global.bChapFlareEnable_toggle);
|
||||||
|
bool bLenzEnable = bool(global.bLenzEnable_toggle);
|
||||||
|
bool bAnamFlareEnable = bool(global.bAnamFlareEnable_toggle);
|
||||||
|
bool bLensdirtEnable = bool(global.bLensdirtEnable_toggle);
|
||||||
|
|
||||||
// If 1, only pixels with depth = 1 get lens flares
|
// If 1, only pixels with depth = 1 get lens flares
|
||||||
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
|
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
|
||||||
#ifndef LENZ_DEPTH_CHECK
|
#ifndef LENZ_DEPTH_CHECK
|
||||||
|
|
Loading…
Reference in a new issue