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https://github.com/italicsjenga/slang-shaders.git
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120 lines
4 KiB
Plaintext
120 lines
4 KiB
Plaintext
#version 450
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/* In this pass we calculate the average luminance of the scene.
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* It is cheaply obtained by the use of mipmaps. */
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#include "config.inc"
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//The mipmap wideness needed by the highlights on the bezel.
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//the higher, the smoother.
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#define mip_lod 5
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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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layout(location = 1) out float lod;
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#include "includes/functions.include.slang"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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if (DO_GAME_GEOM_OVERRIDE > 0.5)
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vTexCoord = content_geom_override(vTexCoord, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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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 = 1) in float lod;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D flick_and_noise_pass;
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layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
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/* The following will allow to sample at reduced interval
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The scene change detection logic will take advantage of it
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So that quick fades will still be treated as scene changes
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*/
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// #define avglum_divider 4 <-- in config.inc
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#include "includes/functions.include.slang"
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#define RGB_TO_GRAYSCALE = vec3(0.299, 0.587, 0.114)
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float get_avg_lum_from_mip() {
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vec3 mip = textureLod(flick_and_noise_pass, vec2(0.5,0.5),20.0).rgb;
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mip = apply_fuzzy_main_pass(mip);
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//return (mip.r+mip.g+mip.b)/3.0;
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return rgb_to_gray(mip);
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}
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//0.1 seems like a good tradeoff that works well with bloom exposire and fullscreen zoom
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//...maybe bloom exposure works best at 0.05; you may consider another zone of smooth sampling.
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#define SMOOTHNESS_SPEED 0.1
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float get_avglum() {
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/* avglum alpha has 3 zones::
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* 0.25 -> reduced sampling, used for to aid scene detection
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* 0.75 -> smoothed_sampling, used to adapt fullscreen zoom
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* anything else: continuous sampling
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*/
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bool reduced_sampling_co =
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vTexCoord.x > 0.24 && vTexCoord.x < 0.26 &&
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vTexCoord.y > 0.24 && vTexCoord.y < 0.26 ;
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bool smoothed_sampling_co =
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vTexCoord.x > 0.74 && vTexCoord.x < 0.76 &&
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vTexCoord.y > 0.74 && vTexCoord.y < 0.76 ;
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if (reduced_sampling_co) {
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//in the reduced sampling zone, only update at right time; else return the previous frame.
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bool reduced_sample_time_is_now = (mod(params.FrameCount,AMBI_AVGLUM_DIVIDER) == 0);
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if (reduced_sample_time_is_now)
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return get_avg_lum_from_mip();
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float avglum_feedback = texture(avglum_passFeedback,vTexCoord).a;
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avglum_feedback = max(avglum_feedback, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime.
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return avglum_feedback;
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}
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if (smoothed_sampling_co) {
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return mix(texture(avglum_passFeedback,vTexCoord).a, get_avg_lum_from_mip(), SMOOTHNESS_SPEED);
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}
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//Outside specific areas, update continuously; this is used by bezel highlights.
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return get_avg_lum_from_mip();
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}
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void main() {
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/*Grab a mipmap from the flick_and_noise_pass.
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Calculate the average luminance from the smallest mipmap and put into the alpha channel
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So that can be used:
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1 - continuously at coordinate 0.5,0.5
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2 - sampled less often for scene detection logic at coordinate 0.25,0.25
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Put another small mipmap into the rgb channel to be used by the reflection code.
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*/
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//FIXME: see which is faster:
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//if (DO_AMBILIGHT == 1.0 || DO_BEZEL == 1.0 || DO_DYNZOOM == 1.0) {
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if ( DO_AMBILIGHT + DO_BEZEL + DO_DYNZOOM + DO_BLOOM == 0 ) return;
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vec4 pixel_out;
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pixel_out.a = get_avglum();
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if (DO_BEZEL + DO_BLOOM > 0.0) {
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//Create a small mipmap to be used to light the bezel corners
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//and by the bloom pass to identify bright areas.
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pixel_out.rgb = textureLod(flick_and_noise_pass, vTexCoord, mip_lod).rgb;
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}
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FragColor = pixel_out;
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//FragColor = texture(flick_and_noise_pass, vTexCoord);
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}
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