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blender-archive/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
Thomas Dinges 6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00

193 lines
6.1 KiB
GLSL

/* Original implementation by Keijiro Takahashi
* Blender integration by Clément Foucault
*
* Original License :
*
* Kino/Bloom v2 - Bloom filter for Unity
*
* Copyright (C) 2015, 2016 Keijiro Takahashi
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
/* -------------- Utils ------------- */
/* 3-tap median filter */
vec3 median(vec3 a, vec3 b, vec3 c)
{
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
}
/* ------------- Filters ------------ */
vec3 downsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
{
/* Downsample with a 4x4 box filter + anti-flicker filter */
vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
vec3 s1 = textureLod(tex, uv + d.xy, 0.0).rgb;
vec3 s2 = textureLod(tex, uv + d.zy, 0.0).rgb;
vec3 s3 = textureLod(tex, uv + d.xw, 0.0).rgb;
vec3 s4 = textureLod(tex, uv + d.zw, 0.0).rgb;
/* Karis's luma weighted average (using brightness instead of luma) */
float s1w = 1.0 / (max_v3(s1) + 1.0);
float s2w = 1.0 / (max_v3(s2) + 1.0);
float s3w = 1.0 / (max_v3(s3) + 1.0);
float s4w = 1.0 / (max_v3(s4) + 1.0);
float one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
}
vec3 downsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
{
/* Downsample with a 4x4 box filter */
vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
vec3 s;
s = textureLod(tex, uv + d.xy, 0.0).rgb;
s += textureLod(tex, uv + d.zy, 0.0).rgb;
s += textureLod(tex, uv + d.xw, 0.0).rgb;
s += textureLod(tex, uv + d.zw, 0.0).rgb;
return s * (1.0 / 4);
}
vec3 upsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
{
/* 9-tap bilinear upsampler (tent filter) */
vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0) * sampleScale;
vec3 s;
s = textureLod(tex, uv - d.xy, 0.0).rgb;
s += textureLod(tex, uv - d.wy, 0.0).rgb * 2;
s += textureLod(tex, uv - d.zy, 0.0).rgb;
s += textureLod(tex, uv + d.zw, 0.0).rgb * 2;
s += textureLod(tex, uv, 0.0).rgb * 4;
s += textureLod(tex, uv + d.xw, 0.0).rgb * 2;
s += textureLod(tex, uv + d.zy, 0.0).rgb;
s += textureLod(tex, uv + d.wy, 0.0).rgb * 2;
s += textureLod(tex, uv + d.xy, 0.0).rgb;
return s * (1.0 / 16.0);
}
vec3 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
{
/* 4-tap bilinear upsampler */
vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * (sampleScale * 0.5);
vec3 s;
s = textureLod(tex, uv + d.xy, 0.0).rgb;
s += textureLod(tex, uv + d.zy, 0.0).rgb;
s += textureLod(tex, uv + d.xw, 0.0).rgb;
s += textureLod(tex, uv + d.zw, 0.0).rgb;
return s * (1.0 / 4.0);
}
/* ----------- Steps ----------- */
vec4 step_blit(void)
{
vec2 uv = uvcoordsvar.xy + sourceBufferTexelSize.xy * 0.5;
#ifdef HIGH_QUALITY /* Anti flicker */
vec3 d = sourceBufferTexelSize.xyx * vec3(1, 1, 0);
vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
vec3 s1 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.xz, 0.0).rgb);
vec3 s2 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.xz, 0.0).rgb);
vec3 s3 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.zy, 0.0).rgb);
vec3 s4 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.zy, 0.0).rgb);
vec3 m = median(median(s0.rgb, s1, s2), s3, s4);
#else
vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
vec3 m = s0.rgb;
#endif
/* Pixel brightness */
float br = max_v3(m);
/* Under-threshold part: quadratic curve */
float rq = clamp(br - curveThreshold.x, 0.0, curveThreshold.y);
rq = curveThreshold.z * rq * rq;
/* Combine and apply the brightness response curve. */
m *= max(rq, br - curveThreshold.w) / max(1e-5, br);
/* Clamp pixel intensity if clamping enabled */
if (clampIntensity > 0.0) {
br = max(1e-5, max_v3(m));
m *= 1.0 - max(0.0, br - clampIntensity) / br;
}
return vec4(m, 1.0);
}
vec4 step_downsample(void)
{
#ifdef HIGH_QUALITY /* Anti flicker */
vec3 samp = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#else
vec3 samp = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
return vec4(samp, 1.0);
}
vec4 step_upsample(void)
{
#ifdef HIGH_QUALITY
vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#else
vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
vec3 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb;
return vec4(base + blur, 1.0);
}
vec4 step_resolve(void)
{
#ifdef HIGH_QUALITY
vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#else
vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
vec4 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0) : vec4(0.0);
vec3 cout = base.rgb + blur * bloomColor;
return vec4(cout, base.a);
}
void main(void)
{
#if defined(STEP_BLIT)
FragColor = step_blit();
#elif defined(STEP_DOWNSAMPLE)
FragColor = step_downsample();
#elif defined(STEP_UPSAMPLE)
FragColor = step_upsample();
#elif defined(STEP_RESOLVE)
FragColor = step_resolve();
#endif
}