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- /* clang-format off */
- #[vertex]
- #version 450
- #VERSION_DEFINES
- #include "blur_raster_inc.glsl"
- layout(location = 0) out vec2 uv_interp;
- /* clang-format on */
- void main() {
- vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- }
- /* clang-format off */
- #[fragment]
- #version 450
- #VERSION_DEFINES
- #include "blur_raster_inc.glsl"
- layout(location = 0) in vec2 uv_interp;
- /* clang-format on */
- layout(set = 0, binding = 0) uniform sampler2D source_color;
- #ifdef GLOW_USE_AUTO_EXPOSURE
- layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
- #endif
- layout(location = 0) out vec4 frag_color;
- void main() {
- // We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
- #ifdef MODE_MIPMAP
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
- frag_color = color / 4.0;
- #endif
- #ifdef MODE_GAUSSIAN_BLUR
- // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
- // This minimizes the number of times we change framebuffers which is very important for mobile.
- // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
- vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
- vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
- vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
- vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
- vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
- vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
- vec4 G = texture(source_color, uv_interp);
- vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
- vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
- vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
- vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
- vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
- vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
- float base_weight = 0.5 / 4.0;
- float lesser_weight = 0.125 / 4.0;
- frag_color = (D + E + I + J) * base_weight;
- frag_color += (A + B + G + F) * lesser_weight;
- frag_color += (B + C + H + G) * lesser_weight;
- frag_color += (F + G + L + K) * lesser_weight;
- frag_color += (G + H + M + L) * lesser_weight;
- #endif
- #ifdef MODE_GAUSSIAN_GLOW
- //Glow uses larger sigma 1 for a more rounded blur effect
- #define GLOW_ADD(m_ofs, m_mult) \
- { \
- vec2 ofs = uv_interp + m_ofs * pix_size; \
- vec4 c = texture(source_color, ofs) * m_mult; \
- if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
- c *= 0.0; \
- } \
- color += c; \
- }
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
- GLOW_ADD(vec2(1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(3.0, 0.0), 0.106595);
- GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
- // only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
- color *= blur.glow_strength;
- frag_color = color;
- } else {
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
- GLOW_ADD(vec2(0.0, 1.0), 0.233062);
- GLOW_ADD(vec2(0.0, 2.0), 0.122581);
- GLOW_ADD(vec2(0.0, -1.0), 0.233062);
- GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- frag_color = color;
- }
- #undef GLOW_ADD
- if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
- // In the first pass bring back to correct color range else we're applying the wrong threshold
- // in subsequent passes we can use it as is as we'd just be undoing it right after.
- frag_color *= blur.luminance_multiplier;
- #ifdef GLOW_USE_AUTO_EXPOSURE
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
- #endif
- frag_color *= blur.glow_exposure;
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
- float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
- }
- #endif // MODE_GAUSSIAN_GLOW
- #ifdef MODE_COPY
- vec4 color = textureLod(source_color, uv_interp, 0.0);
- frag_color = color;
- #endif
- }
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