engine/bin/data/shaders/display/bloom.comp.glsl

67 lines
2.5 KiB
GLSL

#version 450
#pragma shader_stage(compute)
#define COMPUTE 1
#define TEXTURES 0
#define CUBEMAPS 0
#define BLOOM 1
layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
layout( push_constant ) uniform PushBlock {
uint eye;
uint mode;
} PushConstant;
layout (binding = 0) uniform UBO {
float scale;
float strength;
float threshold;
float sigma;
float gamma;
float exposure;
uint samples;
uint padding;
} ubo;
layout (binding = 1, rgba16f) uniform volatile coherent image2D imageColor;
layout (binding = 2, rgba16f) uniform volatile coherent image2D imageBloom;
layout (binding = 3, rgba16f) uniform volatile coherent image2D imagePingPong;
#include "../common/macros.h"
#include "../common/structs.h"
#include "../common/functions.h"
void main() {
const uint mode = PushConstant.mode;
const ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
const ivec2 size = imageSize( imageColor );
if ( texel.x >= size.x || texel.y >= size.y ) return;
if ( mode == 0 ) { // fill bloom
vec3 result = imageLoad( imageColor, texel ).rgb;
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
if ( brightness < ubo.threshold ) result = vec3(0, 0, 0);
imageStore( imageBloom, texel, vec4( result, 1.0 ) );
} else if ( mode == 1 ) { // bloom horizontal
vec3 result = imageLoad( imageBloom, texel ).rgb * gauss( 0, ubo.sigma ) * ubo.strength;
for( int i = 1; i < ubo.samples; ++i ) {
result += imageLoad( imageBloom, texel + ivec2(i * ubo.scale, 0.0)).rgb * gauss( i * ubo.scale / ubo.samples, ubo.sigma ) * ubo.strength;
result += imageLoad( imageBloom, texel - ivec2(i * ubo.scale, 0.0)).rgb * gauss( i * ubo.scale / ubo.samples, ubo.sigma ) * ubo.strength;
}
// write to PingPong
imageStore( imagePingPong, texel, vec4( result, 1.0 ) );
} else if ( mode == 2 ) { // bloom vertical
vec3 result = imageLoad( imagePingPong, texel ).rgb * gauss( 0, ubo.sigma ) * ubo.strength;
for( int i = 1; i < ubo.samples; ++i ) {
result += imageLoad( imagePingPong, texel + ivec2(0.0, i * ubo.scale)).rgb * gauss( i * ubo.scale / ubo.samples, ubo.sigma ) * ubo.strength;
result += imageLoad( imagePingPong, texel - ivec2(0.0, i * ubo.scale)).rgb * gauss( i * ubo.scale / ubo.samples, ubo.sigma ) * ubo.strength;
}
// write to Bloom
imageStore( imageBloom, texel, vec4( result, 1.0 ) );
} else if ( mode == 3 ) { // combine
vec3 result = imageLoad( imageColor, texel ).rgb + imageLoad( imageBloom, texel ).rgb;
imageStore( imageColor, texel, vec4( result, 1.0 ) );
}
}