mirror of
https://github.com/italicsjenga/slang-shaders.git
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Reshade Magicbloom Added
This commit is contained in:
parent
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108
blurs/magicbloom/magicbloom.slangp
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108
blurs/magicbloom/magicbloom.slangp
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shaders = 12
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shader0 = ../../stock.slang
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filter_linear0 = true
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wrap_mode0 = mirrored_repeat
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scale_type0 = viewport
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scale0 = 1.0
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alias0 = "PreBloomPass"
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// shader0 = ../kawase/linearize.slang
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// filter_linear0 = true
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// wrap_mode0 = mirrored_repeat
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// scale_type0 = viewport
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// scale0 = 1.0
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// alias0 = "PreBloomPass"
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shader1 = ./magicbloom_blur_pass_1.slang
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filter_linear1 = true
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mipmap_input1 = true
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wrap_mode1 = mirrored_repeat
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scale_type1 = absolute
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// scale_x1 = 960
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// scale_y1 = 540
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scale_x1 = 1920
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scale_y1 = 1080
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// scale_type1 = viewport
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// scale1 = 0.5
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alias1 = "tMagicBloom_1"
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shader2 = ./magicbloom_blur_pass_2.slang
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filter_linear2 = true
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mipmap_input2 = true
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wrap_mode2 = mirrored_repeat
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scale_type2 = source
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scale2 = 0.75
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// scale2 = 0.25
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alias2 = "tMagicBloom_2"
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shader3 = ./magicbloom_blur_pass_3.slang
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filter_linear3 = true
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mipmap_input3 = true
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wrap_mode3 = mirrored_repeat
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scale_type3 = source
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scale3 = 0.75
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// scale3 = 0.125
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alias3 = "tMagicBloom_3"
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shader4 = ./magicbloom_blur_pass_4.slang
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filter_linear4 = true
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mipmap_input4 = true
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wrap_mode4 = mirrored_repeat
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scale_type4 = source
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scale4 = 0.75
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alias4 = "tMagicBloom_4"
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shader5 = ./magicbloom_blur_pass_5.slang
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filter_linear5 = true
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mipmap_input5 = true
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wrap_mode5 = mirrored_repeat
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scale_type5 = source
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scale5 = 0.75
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alias5 = "tMagicBloom_5"
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shader6 = ./magicbloom_blur_pass_6.slang
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filter_linear6 = true
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mipmap_input6 = true
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scale_type6 = source
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scale6 = 0.5
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alias6 = "tMagicBloom_6"
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shader7 = ./magicbloom_blur_pass_7.slang
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filter_linear7 = true
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mipmap_input7 = true
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scale_type7 = source
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scale7 = 0.5
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alias7 = "tMagicBloom_7"
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shader8 = ./magicbloom_blur_pass_8.slang
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filter_linear8 = true
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mipmap_input8 = true
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scale_type8 = source
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scale8 = 0.5
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alias8 = "tMagicBloom_8"
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shader9 = ./magicbloom_get_small_luma.slang
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filter_linear9 = true
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mipmap_input9 = true
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scale_type9 = absolute
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scale_x9 = 256
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scale_y9 = 256
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alias9 = "tMagicBloom_Small"
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shader10 = ./magicbloom_get_adapt.slang
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filter_linear10 = true
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mipmap_input10 = true
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scale_type10 = source
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scale10 = 1.0
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alias10 = "tMagicBloom_Adapt"
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shader11 = ./magicbloom_blend.slang
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filter_linear11 = true
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mipmap_input11 = true
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scale_type11 = viewport
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scale11 = 1.0
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textures = "tMagicBloom_Dirt"
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tMagicBloom_Dirt = "MagicBloom_dirt.png"
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95
reshade/magicbloom.slangp
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95
reshade/magicbloom.slangp
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shaders = 12
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shader0 = ../stock.slang
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filter_linear0 = true
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wrap_mode0 = mirrored_repeat
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scale_type0 = viewport
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scale0 = 1.0
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alias0 = "PreBloomPass"
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shader1 = ./shaders/magicbloom/magicbloom_blur_pass_1.slang
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filter_linear1 = true
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mipmap_input1 = true
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wrap_mode1 = mirrored_repeat
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scale_type1 = absolute
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scale_x1 = 1920
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scale_y1 = 1080
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alias1 = "tMagicBloom_1"
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shader2 = ./shaders/magicbloom/magicbloom_blur_pass_2.slang
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filter_linear2 = true
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mipmap_input2 = true
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wrap_mode2 = mirrored_repeat
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scale_type2 = source
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scale2 = 0.75
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alias2 = "tMagicBloom_2"
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shader3 = ./shaders/magicbloom/magicbloom_blur_pass_3.slang
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filter_linear3 = true
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mipmap_input3 = true
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wrap_mode3 = mirrored_repeat
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scale_type3 = source
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scale3 = 0.75
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alias3 = "tMagicBloom_3"
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shader4 = ./shaders/magicbloom/magicbloom_blur_pass_4.slang
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filter_linear4 = true
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mipmap_input4 = true
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wrap_mode4 = mirrored_repeat
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scale_type4 = source
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scale4 = 0.75
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alias4 = "tMagicBloom_4"
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shader5 = ./shaders/magicbloom/magicbloom_blur_pass_5.slang
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filter_linear5 = true
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mipmap_input5 = true
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wrap_mode5 = mirrored_repeat
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scale_type5 = source
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scale5 = 0.75
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alias5 = "tMagicBloom_5"
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shader6 = ./shaders/magicbloom/magicbloom_blur_pass_6.slang
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filter_linear6 = true
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mipmap_input6 = true
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scale_type6 = source
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scale6 = 0.5
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alias6 = "tMagicBloom_6"
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shader7 = ./shaders/magicbloom/magicbloom_blur_pass_7.slang
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filter_linear7 = true
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mipmap_input7 = true
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scale_type7 = source
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scale7 = 0.5
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alias7 = "tMagicBloom_7"
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shader8 = ./shaders/magicbloom/magicbloom_blur_pass_8.slang
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filter_linear8 = true
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mipmap_input8 = true
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scale_type8 = source
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scale8 = 0.5
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alias8 = "tMagicBloom_8"
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shader9 = ./shaders/magicbloom/magicbloom_get_small_luma.slang
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filter_linear9 = true
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mipmap_input9 = true
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scale_type9 = absolute
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scale_x9 = 256
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scale_y9 = 256
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alias9 = "tMagicBloom_Small"
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shader10 = ./shaders/magicbloom/magicbloom_get_adapt.slang
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filter_linear10 = true
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mipmap_input10 = true
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scale_type10 = source
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scale10 = 1.0
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alias10 = "tMagicBloom_Adapt"
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shader11 = ./shaders/magicbloom/magicbloom_blend.slang
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filter_linear11 = true
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mipmap_input11 = true
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scale_type11 = viewport
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scale11 = 1.0
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textures = "tMagicBloom_Dirt"
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tMagicBloom_Dirt = "./shaders/magicbloom/MagicBloom_dirt.png"
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BIN
reshade/shaders/magicbloom/MagicBloom_Dirt.png
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BIN
reshade/shaders/magicbloom/MagicBloom_Dirt.png
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Binary file not shown.
After Width: | Height: | Size: 585 KiB |
215
reshade/shaders/magicbloom/magicbloom_blend.slang
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215
reshade/shaders/magicbloom/magicbloom_blend.slang
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#version 450
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/*
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Magic Bloom by luluco250
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Attempts to simulate a natural-looking bloom.
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Features:
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--Wide bloom blurring, derived from the gaussian function
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defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
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--Eye adaptation, decreases or increases the brightness
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of bloom according to the overall image luminance.
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--Lens dirt, as standard I suppose. Really not much here.
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It uses an image named "MagicBloom_Dirt.png" so make
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sure you have one in your textures directory.
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--Unwanted features can be disabled through
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preprocessor definitions, saving performance.
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Preprocessor definitions:
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--MAGICBLOOM_ADAPT_RESOLUTION:
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Determines the width/height of the texture used for adaptation.
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It is recommended to use 256, but you can use as far as 1024 without issues.
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Too low resolutions will make adaptation seem "unstable".
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Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
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--MAGICBLOOM_BLUR_PRECALCULATED:
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If set to 0 the gaussian blur will be calculated inside the shader.
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Otherwise, it uses a pre-calculated kernel (array).
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--MAGICBLOOM_NODIRT:
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If set to 1 all lens dirt related features are disabled.
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Beneficial for performance if you don't wish to use lens dirt.
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--MAGICBLOOM_NOADAPT:
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If set to 1 all adaptation related features are disabled.
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Beneficial for performance if you don't wish to use adaptation.
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MIT Licensed:
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Copyright (c) 2017 luluco250
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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//Statics
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#ifndef MAGICBLOOM_ADAPT_RESOLUTION
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#define MAGICBLOOM_ADAPT_RESOLUTION 256
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#endif
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#ifndef MAGICBLOOM_BLUR_PRECALCULATED
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#define MAGICBLOOM_BLUR_PRECALCULATED 1
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#endif
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#ifndef MAGICBLOOM_NODIRT
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#define MAGICBLOOM_NODIRT 0
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#endif
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// #ifndef MAGICBLOOM_NOADAPT
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#define MAGICBLOOM_NOADAPT 0
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// #endif
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#define iBlurSamples 4
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float iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
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// #define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
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#define CONST_LOG2(v) log2(v)
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int sigma = int(float(iBlurSamples) / 2.0);
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float double_pi = 6.283185307179586476925286766559;
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float lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
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vec3 luma_value = vec3(0.2126, 0.7152, 0.0722);
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float ApplyBloom;
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float fExposure;
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float iDebug;
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float fDirt_Intensity;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter ApplyBloom " Apply Bloom" 1 0 1 1
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#define ApplyBloom params.ApplyBloom
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#pragma parameter fExposure " Exposure" 0.2 0 1 0.001
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#define fExposure params.fExposure
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#pragma parameter fDirt_Intensity " Dirt Intensity" 0 0 1 0.001
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#define fDirt_Intensity params.fDirt_Intensity
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#pragma parameter iDebug " Debug: Show Blur Pass" 0 0 1 1
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#define iDebug params.iDebug
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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 = 3) uniform sampler2D PreBloomPass;
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layout(set = 0, binding = 4) uniform sampler2D tMagicBloom_1;
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layout(set = 0, binding = 5) uniform sampler2D tMagicBloom_2;
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layout(set = 0, binding = 6) uniform sampler2D tMagicBloom_3;
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layout(set = 0, binding = 7) uniform sampler2D tMagicBloom_4;
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layout(set = 0, binding = 8) uniform sampler2D tMagicBloom_5;
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layout(set = 0, binding = 9) uniform sampler2D tMagicBloom_6;
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layout(set = 0, binding = 10) uniform sampler2D tMagicBloom_7;
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layout(set = 0, binding = 11) uniform sampler2D tMagicBloom_8;
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layout(set = 0, binding = 12) uniform sampler2D tMagicBloom_Adapt;
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layout(set = 0, binding = 13) uniform sampler2D tMagicBloom_Dirt;
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//Functions
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/*
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Uncharted 2 Tonemapper
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Thanks John Hable and Naughty Dog.
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*/
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vec3 tonemap(vec3 col, float exposure) {
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const float A = 0.15; //shoulder strength
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const float B = 0.50; //linear strength
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const float C = 0.10; //linear angle
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const float D = 0.20; //toe strength
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const float E = 0.02; //toe numerator
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const float F = 0.30; //toe denominator
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const float W = 11.2; //linear white point value
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col *= exposure;
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col = ((col * (A * col + C * B) + D * E) / (col * (A * col + B) + D * F)) - E / F;
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const float white = 1.0 / (((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F);
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col *= white;
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return col;
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}
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vec3 blend_screen(vec3 a, vec3 b) {
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return 1.0 - (1.0 - a) * (1.0 - b);
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}
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//Final blend shader
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vec4 PS_Blend(vec2 uv){
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vec3 col = texture(PreBloomPass, uv).rgb;
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vec3 bloom = 0
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+ texture(tMagicBloom_1, uv).rgb
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+ texture(tMagicBloom_2, uv).rgb
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+ texture(tMagicBloom_3, uv).rgb
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+ texture(tMagicBloom_4, uv).rgb
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+ texture(tMagicBloom_5, uv).rgb
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+ texture(tMagicBloom_6, uv).rgb
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+ texture(tMagicBloom_7, uv).rgb
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+ texture(tMagicBloom_8, uv).rgb;
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bloom /= 8;
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// TODO need to use the feedback, also the blend is possibly the last pass
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// #if !MAGICBLOOM_NOADAPT
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float exposure = fExposure / max(texture(tMagicBloom_Adapt, vec2(0.0)).x, 0.00001);
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bloom = tonemap(bloom, exposure);
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// #else
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// Without adaptation it seems 100.0 exposure is needed for bloom to look bright enough.
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// bloom = tonemap(bloom, 100.0);
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// #endif
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// // #if !MAGICBLOOM_NODIRT
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vec3 dirt = texture(tMagicBloom_Dirt, uv).rgb;
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dirt *= fDirt_Intensity;
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bloom = blend_screen(bloom, dirt * bloom);
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// // #endif
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col = blend_screen(col, bloom);
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// If we're to display the bloom texture, we replace col with it.
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col = iDebug == 1 ? bloom : col;
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// col = pow(abs(col), vec3(1/2.2));
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return vec4(col, 1.0);
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}
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void main()
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{
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if (ApplyBloom < 1){
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FragColor = texture(PreBloomPass, vTexCoord);
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// FragColor = pow(abs(FragColor), vec4(1/2.2));
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return;
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}
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FragColor = PS_Blend(vTexCoord);
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// FragColor = pow(abs(FragColor), vec4(1/2.2));
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}
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247
reshade/shaders/magicbloom/magicbloom_blur.inc
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247
reshade/shaders/magicbloom/magicbloom_blur.inc
Normal file
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/*
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Magic Bloom by luluco250
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Attempts to simulate a natural-looking bloom.
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Features:
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--Wide bloom blurring, derived from the gaussian function
|
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defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
|
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--Eye adaptation, decreases or increases the brightness
|
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of bloom according to the overall image luminance.
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--Lens dirt, as standard I suppose. Really not much here.
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It uses an image named "MagicBloom_Dirt.png" so make
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sure you have one in your textures directory.
|
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--Unwanted features can be disabled through
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||||
preprocessor definitions, saving performance.
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||||
|
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Preprocessor definitions:
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--MAGICBLOOM_ADAPT_RESOLUTION:
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Determines the width/height of the texture used for adaptation.
|
||||
It is recommended to use 256, but you can use as far as 1024 without issues.
|
||||
Too low resolutions will make adaptation seem "unstable".
|
||||
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
|
||||
--MAGICBLOOM_BLUR_PRECALCULATED:
|
||||
If set to 0 the gaussian blur will be calculated inside the shader.
|
||||
Otherwise, it uses a pre-calculated kernel (array).
|
||||
|
||||
--MAGICBLOOM_NODIRT:
|
||||
If set to 1 all lens dirt related features are disabled.
|
||||
Beneficial for performance if you don't wish to use lens dirt.
|
||||
--MAGICBLOOM_NOADAPT:
|
||||
If set to 1 all adaptation related features are disabled.
|
||||
Beneficial for performance if you don't wish to use adaptation.
|
||||
MIT Licensed:
|
||||
Copyright (c) 2017 luluco250
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma format R16G16B16A16_SFLOAT
|
||||
|
||||
//Statics
|
||||
|
||||
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
|
||||
#define MAGICBLOOM_ADAPT_RESOLUTION 256
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
|
||||
#define MAGICBLOOM_BLUR_PRECALCULATED 1
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NODIRT
|
||||
#define MAGICBLOOM_NODIRT 0
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NOADAPT
|
||||
#define MAGICBLOOM_NOADAPT 0
|
||||
#endif
|
||||
|
||||
#define iBlurSamples 4
|
||||
float iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
|
||||
|
||||
// #define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
|
||||
#define CONST_LOG2(v) log2(v)
|
||||
|
||||
int sigma = int(float(iBlurSamples) / 2.0);
|
||||
float double_pi = 6.283185307179586476925286766559;
|
||||
float lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
|
||||
vec3 luma_value = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float fBloom_Intensity;
|
||||
float fBloom_Threshold;
|
||||
float ApplyBloom;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#pragma parameter MagicBloomTitle "[ MAGIC BLOOM ]" 0 0 0.001 0.001
|
||||
|
||||
#pragma parameter ApplyBloom " Apply Bloom" 1 0 1 1
|
||||
#define ApplyBloom params.ApplyBloom
|
||||
|
||||
#pragma parameter fBloom_Intensity " Bloom Intensity" 1 0 10 0.1
|
||||
#define fBloom_Intensity params.fBloom_Intensity / 4
|
||||
|
||||
#pragma parameter fBloom_Threshold " Bloom Threshold" 2 1 10 0.1
|
||||
#define fBloom_Threshold params.fBloom_Threshold
|
||||
|
||||
|
||||
#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 * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
//Functions
|
||||
|
||||
#if !MAGICBLOOM_BLUR_PRECALCULATED
|
||||
float gaussian_function(vec2 i) {
|
||||
float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
|
||||
float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
|
||||
float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
|
||||
return first_part * exp(-second_part_b);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Why use a single-pass blur? To reduce the amount of textures used in half.
|
||||
//Scale should be the original resolution divided by target resolution.
|
||||
vec3 blur(sampler2D sp, vec2 uv, float scale) {
|
||||
vec2 ps = params.OutputSize.zw * scale;
|
||||
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
float kernel[9] = {
|
||||
0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
|
||||
};
|
||||
float accum = 1.02352;
|
||||
#else
|
||||
float accum = 0.0;
|
||||
#endif
|
||||
|
||||
float gaussian_weight = 0.0;
|
||||
vec3 col = vec3(0);
|
||||
|
||||
// [unroll]
|
||||
for (int x = int(-iBlurSamples); x <= int(iBlurSamples); ++x) {
|
||||
for (int y = int(-iBlurSamples); y <= int(iBlurSamples); ++y) {
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
|
||||
#else
|
||||
gaussian_weight = gaussian_function(vec2(x, y));
|
||||
accum += gaussian_weight;
|
||||
#endif
|
||||
col += texture(sp, uv + ps * vec2(x, y)).rgb * gaussian_weight;
|
||||
}
|
||||
}
|
||||
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
return col * accum;
|
||||
#else
|
||||
return col / accum;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 PS_Blur1(vec2 uv, sampler2D in_sampler) {
|
||||
vec3 col = blur(in_sampler, uv, 2.0);
|
||||
col = pow(abs(col), vec3(fBloom_Threshold));
|
||||
col *= fBloom_Intensity;
|
||||
return vec4(col, 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur2(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 4.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur3(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 8.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur4(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 8.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur5(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 16.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur6(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 32.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur7(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 64.0), 1.0);
|
||||
}
|
||||
|
||||
vec4 PS_Blur8(vec2 uv, sampler2D in_sampler) {
|
||||
return vec4(blur(in_sampler, uv, 128.0), 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (ApplyBloom < 1)
|
||||
return;
|
||||
|
||||
#ifdef BLUR_PASS_1
|
||||
FragColor = PS_Blur1(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_2
|
||||
FragColor = PS_Blur2(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_3
|
||||
FragColor = PS_Blur3(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_4
|
||||
FragColor = PS_Blur4(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_5
|
||||
FragColor = PS_Blur5(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_6
|
||||
FragColor = PS_Blur6(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_7
|
||||
FragColor = PS_Blur7(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
#ifdef BLUR_PASS_8
|
||||
FragColor = PS_Blur8(vTexCoord, Source);
|
||||
#endif
|
||||
|
||||
}
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_1.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_1.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_1
|
||||
|
||||
#pragma alias tMagicBloom_1
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_2.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_2.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_2
|
||||
|
||||
#pragma alias tMagicBloom_2
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_3.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_3.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_3
|
||||
|
||||
#pragma alias tMagicBloom_3
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_4.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_4.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_4
|
||||
|
||||
#pragma alias tMagicBloom_4
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_5.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_5.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_5
|
||||
|
||||
#pragma alias tMagicBloom_5
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_6.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_6.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_6
|
||||
|
||||
#pragma alias tMagicBloom_6
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_7.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_7.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_7
|
||||
|
||||
#pragma alias tMagicBloom_7
|
||||
|
||||
#include "magicbloom_blur.inc"
|
12
reshade/shaders/magicbloom/magicbloom_blur_pass_8.slang
Normal file
12
reshade/shaders/magicbloom/magicbloom_blur_pass_8.slang
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
See .inc file for more info
|
||||
*/
|
||||
|
||||
#define BLUR_PASS_8
|
||||
|
||||
#pragma alias tMagicBloom_8
|
||||
|
||||
#include "magicbloom_blur.inc"
|
159
reshade/shaders/magicbloom/magicbloom_get_adapt.slang
Normal file
159
reshade/shaders/magicbloom/magicbloom_get_adapt.slang
Normal file
|
@ -0,0 +1,159 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
Attempts to simulate a natural-looking bloom.
|
||||
Features:
|
||||
--Wide bloom blurring, derived from the gaussian function
|
||||
defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
|
||||
--Eye adaptation, decreases or increases the brightness
|
||||
of bloom according to the overall image luminance.
|
||||
--Lens dirt, as standard I suppose. Really not much here.
|
||||
It uses an image named "MagicBloom_Dirt.png" so make
|
||||
sure you have one in your textures directory.
|
||||
--Unwanted features can be disabled through
|
||||
preprocessor definitions, saving performance.
|
||||
|
||||
Preprocessor definitions:
|
||||
--MAGICBLOOM_ADAPT_RESOLUTION:
|
||||
Determines the width/height of the texture used for adaptation.
|
||||
It is recommended to use 256, but you can use as far as 1024 without issues.
|
||||
Too low resolutions will make adaptation seem "unstable".
|
||||
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
|
||||
--MAGICBLOOM_BLUR_PRECALCULATED:
|
||||
If set to 0 the gaussian blur will be calculated inside the shader.
|
||||
Otherwise, it uses a pre-calculated kernel (array).
|
||||
|
||||
--MAGICBLOOM_NODIRT:
|
||||
If set to 1 all lens dirt related features are disabled.
|
||||
Beneficial for performance if you don't wish to use lens dirt.
|
||||
--MAGICBLOOM_NOADAPT:
|
||||
If set to 1 all adaptation related features are disabled.
|
||||
Beneficial for performance if you don't wish to use adaptation.
|
||||
MIT Licensed:
|
||||
Copyright (c) 2017 luluco250
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma format R32G32B32A32_SFLOAT
|
||||
|
||||
//Statics
|
||||
|
||||
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
|
||||
#define MAGICBLOOM_ADAPT_RESOLUTION 256
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
|
||||
#define MAGICBLOOM_BLUR_PRECALCULATED 1
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NODIRT
|
||||
#define MAGICBLOOM_NODIRT 0
|
||||
#endif
|
||||
|
||||
// #ifndef MAGICBLOOM_NOADAPT
|
||||
#define MAGICBLOOM_NOADAPT 0
|
||||
// #endif
|
||||
|
||||
#define iBlurSamples 4
|
||||
float iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
|
||||
|
||||
// #define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
|
||||
#define CONST_LOG2(v) log2(v)
|
||||
|
||||
int sigma = int(float(iBlurSamples) / 2.0);
|
||||
float double_pi = 6.283185307179586476925286766559;
|
||||
float lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
|
||||
vec3 luma_value = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float fAdapt_Speed;
|
||||
float fAdapt_Sensitivity;
|
||||
float f2Adapt_Clip_Min;
|
||||
float f2Adapt_Clip_Max;
|
||||
float ApplyBloom;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#pragma parameter ApplyBloom " Apply Bloom" 1 0 1 1
|
||||
#define ApplyBloom params.ApplyBloom
|
||||
|
||||
#pragma parameter fAdapt_Speed " Adaptation Speed" 1 0.001 1 0.001
|
||||
#define fAdapt_Speed params.fAdapt_Speed
|
||||
|
||||
#pragma parameter fAdapt_Sensitivity " Adaptation Sensitivity" 1 0 3 0.001
|
||||
float fAdapt_Sensitivity = params.fAdapt_Sensitivity;
|
||||
|
||||
#pragma parameter f2Adapt_Clip_Min " Adaptation Min" 0 0 3 0.001
|
||||
#define f2Adapt_Clip_Min params.f2Adapt_Clip_Min
|
||||
|
||||
#pragma parameter f2Adapt_Clip_Max " Adaptation Max" 1 0 3 0.001
|
||||
#define f2Adapt_Clip_Max params.f2Adapt_Clip_Max
|
||||
|
||||
|
||||
#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 * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D tMagicBloom_Small;
|
||||
layout(set = 0, binding = 4) uniform sampler2D tMagicBloom_AdaptFeedback;
|
||||
|
||||
//Functions
|
||||
|
||||
float PS_GetAdapt(vec2 uv){
|
||||
float m = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
|
||||
// m = floor(max(m, 1.0))-1.0;
|
||||
|
||||
float curr = textureLod(tMagicBloom_Small, vec2(0.5, 0.5), m - 2).x;
|
||||
|
||||
curr *= fAdapt_Sensitivity;
|
||||
curr = clamp(curr, f2Adapt_Clip_Min, f2Adapt_Clip_Max);
|
||||
float last = texture(tMagicBloom_AdaptFeedback, vec2(0.5)).x;
|
||||
//Using the frametime/delta here would actually scale adaptation with the framerate.
|
||||
//We don't want that, so we don't even bother with it.
|
||||
return mix(float(last), float(curr), float(fAdapt_Speed));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (ApplyBloom < 1)
|
||||
return;
|
||||
|
||||
FragColor = vec4(PS_GetAdapt(vTexCoord));
|
||||
}
|
130
reshade/shaders/magicbloom/magicbloom_get_small_luma.slang
Normal file
130
reshade/shaders/magicbloom/magicbloom_get_small_luma.slang
Normal file
|
@ -0,0 +1,130 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
Attempts to simulate a natural-looking bloom.
|
||||
Features:
|
||||
--Wide bloom blurring, derived from the gaussian function
|
||||
defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
|
||||
--Eye adaptation, decreases or increases the brightness
|
||||
of bloom according to the overall image luminance.
|
||||
--Lens dirt, as standard I suppose. Really not much here.
|
||||
It uses an image named "MagicBloom_Dirt.png" so make
|
||||
sure you have one in your textures directory.
|
||||
--Unwanted features can be disabled through
|
||||
preprocessor definitions, saving performance.
|
||||
|
||||
Preprocessor definitions:
|
||||
--MAGICBLOOM_ADAPT_RESOLUTION:
|
||||
Determines the width/height of the texture used for adaptation.
|
||||
It is recommended to use 256, but you can use as far as 1024 without issues.
|
||||
Too low resolutions will make adaptation seem "unstable".
|
||||
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
|
||||
--MAGICBLOOM_BLUR_PRECALCULATED:
|
||||
If set to 0 the gaussian blur will be calculated inside the shader.
|
||||
Otherwise, it uses a pre-calculated kernel (array).
|
||||
|
||||
--MAGICBLOOM_NODIRT:
|
||||
If set to 1 all lens dirt related features are disabled.
|
||||
Beneficial for performance if you don't wish to use lens dirt.
|
||||
--MAGICBLOOM_NOADAPT:
|
||||
If set to 1 all adaptation related features are disabled.
|
||||
Beneficial for performance if you don't wish to use adaptation.
|
||||
MIT Licensed:
|
||||
Copyright (c) 2017 luluco250
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma format R32G32B32A32_SFLOAT
|
||||
|
||||
//Statics
|
||||
|
||||
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
|
||||
#define MAGICBLOOM_ADAPT_RESOLUTION 256
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
|
||||
#define MAGICBLOOM_BLUR_PRECALCULATED 1
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NODIRT
|
||||
#define MAGICBLOOM_NODIRT 0
|
||||
#endif
|
||||
|
||||
// #ifndef MAGICBLOOM_NOADAPT
|
||||
#define MAGICBLOOM_NOADAPT 0
|
||||
// #endif
|
||||
|
||||
#define iBlurSamples 4
|
||||
float iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
|
||||
|
||||
// #define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
|
||||
#define CONST_LOG2(v) log2(v)
|
||||
|
||||
int sigma = int(float(iBlurSamples) / 2.0);
|
||||
float double_pi = 6.283185307179586476925286766559;
|
||||
float lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
|
||||
vec3 luma_value = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float ApplyBloom;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#pragma parameter ApplyBloom " Apply Bloom" 1 0 1 1
|
||||
#define ApplyBloom params.ApplyBloom
|
||||
|
||||
#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 * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D PreBloomPass;
|
||||
|
||||
//Functions
|
||||
|
||||
float PS_GetSmall(vec2 uv){
|
||||
return dot(texture(PreBloomPass, uv).rgb, luma_value);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (ApplyBloom < 1)
|
||||
return;
|
||||
|
||||
FragColor = vec4(PS_GetSmall(vTexCoord));
|
||||
}
|
Loading…
Reference in a new issue