Bloom GL Fix

This commit is contained in:
Samuel Skiff 2022-08-29 00:11:08 -05:00
parent ce1a542d69
commit e4999a3351
4 changed files with 24 additions and 16 deletions

View file

@ -20,8 +20,12 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
#line 27
uniform sampler2D inputTex;
uniform sampler2D dirtTex;
uniform float strength;
@ -33,19 +37,17 @@ uniform vec3 dirtParams;
uniform vec3 edgeParams;
uniform vec2 oneOverTargetSize;
in vec2 uv0;
out vec4 OUT_col;
void main()
{
#ifdef USE_DIRT
float edge = distance(uv0, vec2(0.5, 0.5));
float edge = distance(IN_uv0, vec2(0.5, 0.5));
edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
vec3 dirt = texture(dirtTex, uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
vec3 dirt = texture(dirtTex, IN_uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
#endif
vec4 upSample = texture(inputTex, uv0) * strength;
vec4 upSample = texture(inputTex, IN_uv0) * strength;
#ifdef USE_DIRT
upSample.rgb += upSample.rgb * dirt;

View file

@ -20,19 +20,21 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
#line 27
uniform sampler2D inputTex;
uniform float threshold;
in vec2 uv0;
out vec4 OUT_col;
void main()
{
vec4 screenColor = texture(inputTex, uv0);
vec4 screenColor = texture(inputTex, IN_uv0);
float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
float contribution = clamp(brightness - threshold) / max(brightness, 0.0001, 0.0, 1.0);
float contribution = clamp(brightness - threshold, 0.0, 1.0) / max(brightness, 0.0001);
OUT_col = screenColor * contribution;
}

View file

@ -20,8 +20,12 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
#line 27
#define KERNEL_SAMPLES 9
const vec3 KERNEL[9] = vec3[](
vec3( 0.0000, 0.0000, 0.2500),
@ -38,8 +42,6 @@ const vec3 KERNEL[9] = vec3[](
uniform sampler2D inputTex;
uniform vec2 oneOverTargetSize;
in vec2 uv0;
out vec4 OUT_col;
void main()
@ -53,7 +55,7 @@ void main()
vec3 offsetWeight = KERNEL[i];
vec2 offsetXY = offsetWeight.xy * oneOverTargetSize;
float weight = offsetWeight.z;
vec4 sampleCol = texture(inputTex, uv0 + offsetXY);
vec4 sampleCol = texture(inputTex, IN_uv0 + offsetXY);
downSample += sampleCol * weight;
}

View file

@ -20,8 +20,12 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
#line 27
#define KERNEL_SAMPLES 9
const vec3 KERNEL[9] = vec3[](
vec3( 0.0000, 0.0000, 0.5000),
@ -40,8 +44,6 @@ uniform sampler2D mipTex;
uniform float filterRadius;
uniform vec2 oneOverTargetSize;
in vec2 uv0;
out vec4 OUT_col;
void main()
@ -55,11 +57,11 @@ void main()
vec3 offsetWeight = KERNEL[i];
vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
float weight = offsetWeight.z;
vec4 sampleCol = texture(mipTex, uv0 + offsetXY);
vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY);
upSample += sampleCol * weight;
}
upSample = texture(nxtTex, uv0) + upSample;
upSample = texture(nxtTex, IN_uv0) + upSample;
OUT_col = upSample;
}