/* 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[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); } /* 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; //DOF #ifdef MODE_DOF_BLUR layout(set = 1, binding = 0) uniform sampler2D dof_source_depth; #ifdef DOF_QUALITY_LOW const int dof_kernel_size = 5; const int dof_kernel_from = 2; const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); #endif #ifdef DOF_QUALITY_MEDIUM const int dof_kernel_size = 11; const int dof_kernel_from = 5; const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); #endif #ifdef DOF_QUALITY_HIGH const int dof_kernel_size = 21; const int dof_kernel_from = 10; const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); #endif #endif void main() { #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 //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect 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) * 0.214607; color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879; color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514; color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303; color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879; color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514; color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303; frag_color = color; } else { vec2 pix_size = blur.pixel_size; vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774; color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477; color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136; color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477; color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136; frag_color = color; } #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); 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); color *= blur.glow_strength; frag_color = color; } #undef GLOW_ADD if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) { #ifdef GLOW_USE_AUTO_EXPOSURE frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; #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)); } #endif #ifdef MODE_DOF_BLUR vec4 color_accum = vec4(0.0); float depth = texture(dof_source_depth, uv_interp, 0.0).r; depth = depth * 2.0 - 1.0; if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; } else { depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near)); } // mix near and far blur amount float amount = 1.0; if (bool(blur.flags & FLAG_DOF_FAR)) { amount *= 1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, depth); } if (bool(blur.flags & FLAG_DOF_NEAR)) { amount *= smoothstep(blur.dof_near_end, blur.dof_near_begin, depth); } amount = 1.0 - amount; if (amount > 0.0) { float k_accum = 0.0; for (int i = 0; i < dof_kernel_size; i++) { int int_ofs = i - dof_kernel_from; vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius; float tap_k = dof_kernel[i]; float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; tap_depth = tap_depth * 2.0 - 1.0; if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; } else { tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); } // mix near and far blur amount float tap_amount = 1.0; if (bool(blur.flags & FLAG_DOF_FAR)) { tap_amount *= mix(1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, tap_depth), 0.0, int_ofs == 0); } if (bool(blur.flags & FLAG_DOF_NEAR)) { tap_amount *= mix(smoothstep(blur.dof_near_end, blur.dof_near_begin, tap_depth), 0.0, int_ofs == 0); } tap_amount = 1.0 - tap_amount; tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k; k_accum += tap_k * tap_amount; color_accum += tap_color * tap_amount; } if (k_accum > 0.0) { color_accum /= k_accum; } frag_color = color_accum; ///k_accum; } else { // we are in focus, don't waste time frag_color = texture(source_color, uv_interp, 0.0); } #endif }