#version 450 // This is one of several passes needed to cheaply emulate the bloom effect. #include "config.inc" #include "includes/functions.include.slang" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 vFuzzy_main_pass_stage_1; layout(location = 2) out vec3 vTemperature_rgb; layout(location = 3) out vec3 vTemperature_rgb_gamma_in; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; //Get fuzzy mul and pow factor vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1(); //BLOOM temperature note (**) /* We would need to revert color temperature before the bloom * and then re-apply the temperature or bloom would colorize whites with the color * temperature value! * in theory the temperature "revert" should be done before the BLOOM_GAMMA (gamma in) application, * so before bloom pass 1, but it seems we can do it in the final stage by dividing bloomed * for pow(vTemperature_rgb, BLOOM_GAMMA), apply bloom gains and tweaks, and then * multiply bloomed for vTemperature_rgb */ if (TEMPERATURE == 6500 || DO_CCORRECTION == 0.0) { vTemperature_rgb = vec3(1.0); vTemperature_rgb_gamma_in = vec3(1.0); } else { vTemperature_rgb = kelvin2rgb(TEMPERATURE); vTemperature_rgb_gamma_in = pow(vTemperature_rgb, vec3(BLOOM_GAMMA)); } //debug //vTemperature_rgb = vec3(1.0); //vTemperature_rgb_gamma_in = vec3(1.0); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vFuzzy_main_pass_stage_1; layout(location = 2) in vec3 vTemperature_rgb; layout(location = 3) in vec3 vTemperature_rgb_gamma_in; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D avglum_pass; layout(set = 0, binding = 3) uniform sampler2D flick_and_noise_pass; layout(set = 0, binding = 4) uniform sampler2D bloom_pass_finalFeedback; //#include "includes/functions.include.slang" #include "includes/blooms.include.slang" #define offset 0.5890486225480862 // TAU/8.0/4.0*3.0 //The curve shoulder to map scene luminance to bloom mix strength #define BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER 0.33 //How big is the zone in which the luminance will be computed for puple temporal adaption (range 2..20) #define BLOOM_PUPIL_LUM_ZONE_W 7 //The speed of the pupil adaption #define BLOOM_PUPIL_ADAPTION_SPEED 0.2 float get_avg_lum_from_mip(sampler2D tex, vec2 co, float lod) { vec3 mip = textureLod(flick_and_noise_pass, co, lod).rgb; mip = apply_fuzzy_main_pass_stage_2(mip, vFuzzy_main_pass_stage_1); //return (mip.r+mip.g+mip.b)/3.0; float luminance_from_feedback = rgb_to_gray(mip); float luminance_first_pass = texture(bloom_pass_finalFeedback,vTexCoord).a; luminance_first_pass = max(luminance_first_pass, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime. //temporal smooth. //the defined emulated eye adaption speed needs to be divided //by the eye adaption strength (BLOOM_EYE_ADPT_SRT) //The following makes the adaption speed more constant: float eye_adaption_speed = BLOOM_PUPIL_ADAPTION_SPEED * ( luminance_first_pass / luminance_from_feedback ) ; //The following is needed so that the speed is the same even for higher strength eye_adaption_speed = (eye_adaption_speed / BLOOM_EYE_ADPT_SRT); //The following simulates pupil inertia eye_adaption_speed = clamp(eye_adaption_speed, 1.0/BLOOM_EYE_INERTIA, 1.0); float luminance = mix(luminance_first_pass, luminance_from_feedback, eye_adaption_speed); return luminance + eps; } void main() { if (DO_BLOOM == 0.0) return; vec3 bloomed = bloom( Source, vTexCoord, params.SourceSize, vec2(BLOOM_SIZE), BLOOM_QUALITY, offset, 0.0 ); bloomed = bloomed / vTemperature_rgb_gamma_in; //see note (**) in vertex shader bloomed = pow(bloomed,vec3(BLOOM_GAMMA_OUT)); bloomed = pixel_push_luminance(bloomed, BLOOM_POWER); float fbloom_mix = BLOOM_MIX; float bloom_mix_adapted = 1.0; float over_white_correction = 1.0; if (BLOOM_OVER_WHITE < 1.0) { //Use mipmap available in avglum_pass to identify bright areas. vec3 avglum = texture(avglum_pass,vTexCoord).rgb; float b_brightness = max(avglum.b,max(avglum.r,avglum.g)); b_brightness *= 1-BLOOM_OVER_WHITE; over_white_correction =1- b_brightness; } bloomed*=BLOOM_POWER; // (Branching with (if BLOOM_EYE_ADPT_SRT == 0.0) does not gain anything.) // Modulate exposure over time too. //Smooth luminance with specified lod in this alpha channel float zone_luminance = get_avg_lum_from_mip(flick_and_noise_pass, vTexCoord, BLOOM_PUPIL_LUM_ZONE_W); float smoothed_avglum = zone_luminance * BLOOM_EYE_ADPT_SRT; bloom_mix_adapted = max(0.0, BLOOM_MIX - smoothed_avglum); if (BLOOM_BYPASS == 2.0) fbloom_mix = 1.0; float pow_exp = BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER - smoothed_avglum * BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER; pow_exp = max(0.0, pow_exp); //avoid negative exps. bloom_mix_adapted = fbloom_mix * ( 1- pow(smoothed_avglum, pow_exp) ); if (BLOOM_BYPASS != 1.0) bloomed = bloomed * bloom_mix_adapted * over_white_correction ; bloomed = bloomed * vTemperature_rgb; //see note (**) in vertex shader FragColor = vec4(bloomed, zone_luminance); //FragColor = vec4(zone_luminance); //Use me to see luminosity zones }