mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
131 lines
4.2 KiB
Plaintext
131 lines
4.2 KiB
Plaintext
#version 450
|
|
|
|
// This is one of several passes needed to cheaply emulate the bloom effect.
|
|
|
|
#include "config.inc"
|
|
|
|
#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;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
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(mip);
|
|
//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 = 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 ;
|
|
|
|
|
|
|
|
FragColor = vec4(bloomed, zone_luminance);
|
|
|
|
//FragColor = vec4(zone_luminance); //Use me to see luminosity zones
|
|
|
|
}
|