mirror of
https://github.com/italicsjenga/slang-shaders.git
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187 lines
6.5 KiB
Plaintext
187 lines
6.5 KiB
Plaintext
#version 450
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// This is one of several passes needed to cheaply emulate the bloom effect.
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#include "config.inc"
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#include "includes/functions.include.slang"
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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 vec2 vFuzzy_main_pass_stage_1;
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layout(location = 2) out vec3 vTemperature_rgb;
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layout(location = 3) out vec3 vTemperature_rgb_gamma_in;
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layout(location = 4) out float vIn_aspect;
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layout(location = 5) out vec2 vCo_avglum;
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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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vIn_aspect = get_in_aspect();
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//Since avglum pass moves itself to follow content_geom_override() because it is needed by
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//specularity code in final pass, we have to revert that here, or strength on white zones
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//will break when using content geometry override.
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vCo_avglum = vTexCoord;
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if (DO_GAME_GEOM_OVERRIDE == 1.0)
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vCo_avglum = content_geom_override(vTexCoord, 1/GAME_GEOM_ASPECT, vIn_aspect, -GAME_GEOM_VSHIFT, -GAME_GEOM_HSHIFT, 1/GAME_GEOM_ZOOM);
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//Get fuzzy mul and pow factor
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vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
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//BLOOM temperature note (**)
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/* We would need to revert color temperature before the bloom
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* and then re-apply the temperature or bloom would colorize whites with the color
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* temperature value!
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* in theory the temperature "revert" should be done before the BLOOM_GAMMA (gamma in) application,
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* so before bloom pass 1, but it seems we can do it in the final stage by dividing bloomed
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* for pow(vTemperature_rgb, BLOOM_GAMMA), apply bloom gains and tweaks, and then
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* multiply bloomed for vTemperature_rgb
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*/
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if (TEMPERATURE == 6500 || DO_CCORRECTION == 0.0) {
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vTemperature_rgb = vec3(1.0);
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vTemperature_rgb_gamma_in = vec3(1.0);
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} else {
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vTemperature_rgb = kelvin2rgb(TEMPERATURE);
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vTemperature_rgb_gamma_in = pow(vTemperature_rgb, vec3(BLOOM_GAMMA));
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}
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//debug
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//vTemperature_rgb = vec3(1.0);
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//vTemperature_rgb_gamma_in = vec3(1.0);
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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 vec2 vFuzzy_main_pass_stage_1;
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layout(location = 2) in vec3 vTemperature_rgb;
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layout(location = 3) in vec3 vTemperature_rgb_gamma_in;
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layout(location = 4) in float vIn_aspect;
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layout(location = 5) in vec2 vCo_avglum;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
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layout(set = 0, binding = 3) uniform sampler2D flick_and_noise_pass;
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layout(set = 0, binding = 4) uniform sampler2D bloom_pass_finalFeedback;
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//#include "includes/functions.include.slang"
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#include "includes/blooms.include.slang"
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#define offset 0.5890486225480862 // TAU/8.0/4.0*3.0
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//The curve shoulder to map scene luminance to bloom mix strength
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#define BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER 0.33
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//How big is the zone in which the luminance will be computed for puple temporal adaption (range 2..20)
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#define BLOOM_PUPIL_LUM_ZONE_W 7
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//The speed of the pupil adaption
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#define BLOOM_PUPIL_ADAPTION_SPEED 0.2
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float get_avg_lum_from_mip(sampler2D tex, vec2 co, float lod) {
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vec3 mip = textureLod(flick_and_noise_pass, co, lod).rgb;
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mip = apply_fuzzy_main_pass_stage_2(mip, vFuzzy_main_pass_stage_1);
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//return (mip.r+mip.g+mip.b)/3.0;
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float luminance_from_feedback = rgb_to_gray(mip);
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float luminance_first_pass = texture(bloom_pass_finalFeedback,vTexCoord).a;
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luminance_first_pass = max(luminance_first_pass, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime.
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//temporal smooth.
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//the defined emulated eye adaption speed needs to be divided
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//by the eye adaption strength (BLOOM_EYE_ADPT_SRT)
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//The following makes the adaption speed more constant:
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float eye_adaption_speed = BLOOM_PUPIL_ADAPTION_SPEED * ( luminance_first_pass / luminance_from_feedback ) ;
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//The following is needed so that the speed is the same even for higher strength
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eye_adaption_speed = (eye_adaption_speed / BLOOM_EYE_ADPT_SRT);
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//The following simulates pupil inertia
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eye_adaption_speed = clamp(eye_adaption_speed, 1.0/BLOOM_EYE_INERTIA, 1.0);
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float luminance = mix(luminance_first_pass, luminance_from_feedback, eye_adaption_speed);
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return luminance + eps;
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}
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void main() {
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if (DO_BLOOM == 0.0) return;
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vec3 bloomed = bloom(
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Source,
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vTexCoord,
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params.SourceSize,
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vec2(BLOOM_SIZE),
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BLOOM_QUALITY,
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offset,
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0.0
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);
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bloomed = bloomed / vTemperature_rgb_gamma_in; //see note (**) in vertex shader
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bloomed = pow(bloomed,vec3(BLOOM_GAMMA_OUT));
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bloomed = pixel_push_luminance(bloomed, BLOOM_POWER);
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float fbloom_mix = BLOOM_MIX;
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float bloom_mix_adapted = 1.0;
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float over_white_correction = 1.0;
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if (BLOOM_OVER_WHITE < 1.0) {
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//Apply other content coords modifiers
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//Use mipmap available in avglum_pass to identify bright areas.
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vec3 avglum = texture(avglum_pass,vCo_avglum).rgb;
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float b_brightness = max(avglum.b,max(avglum.r,avglum.g));
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b_brightness *= 1-BLOOM_OVER_WHITE;
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over_white_correction =1- b_brightness;
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}
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bloomed*=BLOOM_POWER;
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// (Branching with (if BLOOM_EYE_ADPT_SRT == 0.0) does not gain anything.)
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// Modulate exposure over time too.
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//Smooth luminance with specified lod in this alpha channel
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float zone_luminance = get_avg_lum_from_mip(flick_and_noise_pass, vTexCoord, BLOOM_PUPIL_LUM_ZONE_W);
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float smoothed_avglum = zone_luminance * BLOOM_EYE_ADPT_SRT;
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bloom_mix_adapted = max(0.0, BLOOM_MIX - smoothed_avglum);
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if (BLOOM_BYPASS == 2.0) fbloom_mix = 1.0;
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float pow_exp = BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER - smoothed_avglum * BLOOM_PUPIL_EXPOSURE_CURVE_SHOULDER;
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pow_exp = max(0.0, pow_exp); //avoid negative exps.
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bloom_mix_adapted = fbloom_mix * ( 1- pow(smoothed_avglum, pow_exp) );
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if (BLOOM_BYPASS != 1.0)
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bloomed = bloomed * bloom_mix_adapted * over_white_correction ;
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bloomed = bloomed * vTemperature_rgb; //see note (**) in vertex shader
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FragColor = vec4(bloomed, zone_luminance);
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//FragColor = vec4(zone_luminance); //Use me to see luminosity zones
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}
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