Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
221 lines
6.6 KiB
GLSL
221 lines
6.6 KiB
GLSL
/* Original implementation by Keijiro Takahashi
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* Blender integration by Clément Foucault
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*
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* Original License :
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*
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* Kino/Bloom v2 - Bloom filter for Unity
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*
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* Copyright (C) 2015, 2016 Keijiro Takahashi
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*
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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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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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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
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* THE SOFTWARE.
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*/
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uniform sampler2D sourceBuffer; /* Buffer to filter */
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uniform vec2 sourceBufferTexelSize;
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/* Step Blit */
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uniform vec4 curveThreshold;
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uniform float clampIntensity;
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/* Step Upsample */
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uniform sampler2D baseBuffer; /* Previous accumulation buffer */
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uniform vec2 baseBufferTexelSize;
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uniform float sampleScale;
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/* Step Resolve */
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uniform vec3 bloomColor;
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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/* -------------- Utils ------------- */
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vec3 safe_color(vec3 c)
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{
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/* Clamp to avoid black square artifacts if a pixel goes NaN. */
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return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */
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}
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float brightness(vec3 c)
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{
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return max(max(c.r, c.g), c.b);
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}
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/* 3-tap median filter */
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vec3 median(vec3 a, vec3 b, vec3 c)
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{
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return a + b + c - min(min(a, b), c) - max(max(a, b), c);
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}
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/* ------------- Filters ------------ */
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vec3 downsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
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{
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/* Downsample with a 4x4 box filter + anti-flicker filter */
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vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
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vec3 s1 = textureLod(tex, uv + d.xy, 0.0).rgb;
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vec3 s2 = textureLod(tex, uv + d.zy, 0.0).rgb;
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vec3 s3 = textureLod(tex, uv + d.xw, 0.0).rgb;
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vec3 s4 = textureLod(tex, uv + d.zw, 0.0).rgb;
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/* Karis's luma weighted average (using brightness instead of luma) */
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float s1w = 1.0 / (brightness(s1) + 1.0);
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float s2w = 1.0 / (brightness(s2) + 1.0);
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float s3w = 1.0 / (brightness(s3) + 1.0);
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float s4w = 1.0 / (brightness(s4) + 1.0);
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float one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
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return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
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}
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vec3 downsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
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{
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/* Downsample with a 4x4 box filter */
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vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
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vec3 s;
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s = textureLod(tex, uv + d.xy, 0.0).rgb;
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s += textureLod(tex, uv + d.zy, 0.0).rgb;
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s += textureLod(tex, uv + d.xw, 0.0).rgb;
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s += textureLod(tex, uv + d.zw, 0.0).rgb;
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return s * (1.0 / 4);
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}
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vec3 upsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
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{
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/* 9-tap bilinear upsampler (tent filter) */
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vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0) * sampleScale;
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vec3 s;
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s = textureLod(tex, uv - d.xy, 0.0).rgb;
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s += textureLod(tex, uv - d.wy, 0.0).rgb * 2;
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s += textureLod(tex, uv - d.zy, 0.0).rgb;
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s += textureLod(tex, uv + d.zw, 0.0).rgb * 2;
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s += textureLod(tex, uv, 0.0).rgb * 4;
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s += textureLod(tex, uv + d.xw, 0.0).rgb * 2;
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s += textureLod(tex, uv + d.zy, 0.0).rgb;
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s += textureLod(tex, uv + d.wy, 0.0).rgb * 2;
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s += textureLod(tex, uv + d.xy, 0.0).rgb;
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return s * (1.0 / 16.0);
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}
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vec3 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
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{
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/* 4-tap bilinear upsampler */
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vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * (sampleScale * 0.5);
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vec3 s;
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s = textureLod(tex, uv + d.xy, 0.0).rgb;
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s += textureLod(tex, uv + d.zy, 0.0).rgb;
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s += textureLod(tex, uv + d.xw, 0.0).rgb;
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s += textureLod(tex, uv + d.zw, 0.0).rgb;
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return s * (1.0 / 4.0);
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}
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/* ----------- Steps ----------- */
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vec4 step_blit(void)
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{
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vec2 uv = uvcoordsvar.xy + sourceBufferTexelSize.xy * 0.5;
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#ifdef HIGH_QUALITY /* Anti flicker */
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vec3 d = sourceBufferTexelSize.xyx * vec3(1, 1, 0);
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vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
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vec3 s1 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.xz, 0.0).rgb);
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vec3 s2 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.xz, 0.0).rgb);
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vec3 s3 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.zy, 0.0).rgb);
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vec3 s4 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.zy, 0.0).rgb);
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vec3 m = median(median(s0.rgb, s1, s2), s3, s4);
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#else
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vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
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vec3 m = s0.rgb;
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#endif
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/* Pixel brightness */
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float br = brightness(m);
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/* Under-threshold part: quadratic curve */
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float rq = clamp(br - curveThreshold.x, 0, curveThreshold.y);
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rq = curveThreshold.z * rq * rq;
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/* Combine and apply the brightness response curve. */
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m *= max(rq, br - curveThreshold.w) / max(1e-5, br);
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/* Clamp pixel intensity if clamping enabled */
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if (clampIntensity > 0.0) {
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br = max(1e-5, brightness(m));
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m *= 1.0 - max(0.0, br - clampIntensity) / br;
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}
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return vec4(m, 1.0);
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}
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vec4 step_downsample(void)
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{
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#ifdef HIGH_QUALITY /* Anti flicker */
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vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#else
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vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#endif
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return vec4(sample, 1.0);
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}
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vec4 step_upsample(void)
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{
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#ifdef HIGH_QUALITY
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vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#else
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vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#endif
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vec3 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb;
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return vec4(base + blur, 1.0);
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}
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vec4 step_resolve(void)
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{
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#ifdef HIGH_QUALITY
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vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#else
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vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
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#endif
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vec4 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0);
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vec3 cout = base.rgb + blur * bloomColor;
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return vec4(cout, base.a);
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}
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void main(void)
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{
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#if defined(STEP_BLIT)
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FragColor = step_blit();
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#elif defined(STEP_DOWNSAMPLE)
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FragColor = step_downsample();
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#elif defined(STEP_UPSAMPLE)
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FragColor = step_upsample();
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#elif defined(STEP_RESOLVE)
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FragColor = step_resolve();
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#endif
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}
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