mirror of
https://github.com/italicsjenga/slang-shaders.git
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214 lines
7.3 KiB
Plaintext
214 lines
7.3 KiB
Plaintext
#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 0.01
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#define fExposure params.fExposure
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#pragma parameter fDirt_Intensity " Dirt Intensity" 0 0 1 0.01
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#define fDirt_Intensity params.fDirt_Intensity
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#pragma parameter iDebug " Debug: Show Bloom Contribution" 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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vec3 col_max = max(col, bloom);
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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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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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return;
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}
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FragColor = PS_Blend(vTexCoord);
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}
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