demotool/test/shaders/combine.c.glsl

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#version 450 core
layout( local_size_x = 16 , local_size_y = 16 ) in;
//! type compute
//! include lib/utils.glsl
layout( location = 0 ) uniform sampler2D u_MainInput;
layout( location = 1 ) uniform sampler2D u_BlurInput;
layout( location = 2 ) uniform vec2 u_OutputSize;
layout( location = 3 ) uniform vec2 u_Bloom;
layout( location = 4 ) uniform vec4 u_Vignette1;
layout( location = 5 ) uniform vec2 u_Vignette2;
layout( location = 6 ) uniform vec3 u_ColorLift;
layout( location = 7 ) uniform vec3 u_ColorGain;
layout( location = 8 ) uniform vec3 u_ColorGamma;
layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output;
#define uVigShapeMul (u_Vignette1.x)
#define uVigShapePow (u_Vignette1.y)
#define uVigAspect (u_Vignette1.z)
#define uVigShapeReverse (u_Vignette1.w)
#define uVigApplyBase (u_Vignette2.x)
#define uVigApplyMax (u_Vignette2.y)
void main( void )
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 pos = vec2( coords ) / u_OutputSize;
float f = u_Bloom.x;
vec3 color = textureLod( u_MainInput , pos , 0 ).rgb;
// Bloom
vec3 bloom = vec3( 0 );
for ( int i = 0 ; i < 6 ; i ++ ) {
bloom += f * textureLod( u_BlurInput , pos , i ).rgb;
f = pow( f , u_Bloom.y + 1 );
}
color = color + bloom / 2.2;
// Color grading
color = ( color * ( u_ColorGain - u_ColorLift ) ) + u_ColorLift;
// Vignette
vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
vec2( uVigShapePow ) );
float vignette = 1 - pow(
2 * ( uVigAspect * vShape.x + ( 1 - uVigAspect) * vShape.y ) ,
1 / ( uVigShapePow * uVigShapeReverse ) );
color *= uVigApplyBase + smoothstep(
uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette );
// Reinhart
color = color / ( color + 1. );
// Gamma
color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) );
// Write it
imageStore( ub_Output , coords ,
vec4( color , M_Luminosity( color ) ) );
}