Test - Use compute shader for combine stage
This commit is contained in:
parent
4394d911c2
commit
81ff8a8da6
2 changed files with 87 additions and 6 deletions
|
@ -17,6 +17,7 @@
|
||||||
|
|
||||||
(program prg-fullscreen "fullscreen.v.glsl")
|
(program prg-fullscreen "fullscreen.v.glsl")
|
||||||
|
|
||||||
|
(set use-compute 1)
|
||||||
(call scene-init)
|
(call scene-init)
|
||||||
(call dof-init)
|
(call dof-init)
|
||||||
(call bloom-init)
|
(call bloom-init)
|
||||||
|
@ -410,9 +411,15 @@
|
||||||
(lod 0 100))
|
(lod 0 100))
|
||||||
(texture tx-combined rgba-nu8 $vp-width $vp-height)
|
(texture tx-combined rgba-nu8 $vp-width $vp-height)
|
||||||
(odbg tx-combined ldr-alpha "Combined output")
|
(odbg tx-combined ldr-alpha "Combined output")
|
||||||
|
(if $use-compute (
|
||||||
|
(program prg-combine "combine.c.glsl")
|
||||||
|
(pipeline pl-combine prg-combine)
|
||||||
|
(set combine-compute-size 16)
|
||||||
|
)(
|
||||||
(framebuffer rt-combined tx-combined)
|
(framebuffer rt-combined tx-combined)
|
||||||
(program prg-combine "combine.f.glsl")
|
(program prg-combine "combine.f.glsl")
|
||||||
(pipeline pl-combine prg-fullscreen prg-combine)
|
(pipeline pl-combine prg-fullscreen prg-combine)
|
||||||
|
))
|
||||||
|
|
||||||
# Bloom parameters
|
# Bloom parameters
|
||||||
(input bloom-strength .45)
|
(input bloom-strength .45)
|
||||||
|
@ -472,7 +479,9 @@
|
||||||
(uniforms prg-combine 2 $vp-width $vp-height)
|
(uniforms prg-combine 2 $vp-width $vp-height)
|
||||||
|
|
||||||
(use-pipeline pl-combine)
|
(use-pipeline pl-combine)
|
||||||
|
(if (not $use-compute) (
|
||||||
(use-framebuffer rt-combined)
|
(use-framebuffer rt-combined)
|
||||||
|
))
|
||||||
(use-texture 0 in-main smp-combine-input)
|
(use-texture 0 in-main smp-combine-input)
|
||||||
(use-texture 1 in-bloom smp-combine-bloom)
|
(use-texture 1 in-bloom smp-combine-bloom)
|
||||||
(uniforms prg-combine 3
|
(uniforms prg-combine 3
|
||||||
|
@ -498,8 +507,17 @@
|
||||||
(get-input cg-gamma-r)
|
(get-input cg-gamma-r)
|
||||||
(get-input cg-gamma-g)
|
(get-input cg-gamma-g)
|
||||||
(get-input cg-gamma-b))
|
(get-input cg-gamma-b))
|
||||||
|
|
||||||
|
(if $use-compute (
|
||||||
|
(image 0 tx-combined 0)
|
||||||
|
(compute
|
||||||
|
(add 1 (div $vp-width $combine-compute-size))
|
||||||
|
(add 1 (div $vp-height $combine-compute-size))
|
||||||
|
1)
|
||||||
|
)(
|
||||||
(viewport 0 0 $vp-width $vp-height)
|
(viewport 0 0 $vp-width $vp-height)
|
||||||
(fullscreen)
|
(fullscreen)
|
||||||
|
))
|
||||||
)
|
)
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
63
test/shaders/combine.c.glsl
Normal file
63
test/shaders/combine.c.glsl
Normal file
|
@ -0,0 +1,63 @@
|
||||||
|
#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 ) ) );
|
||||||
|
}
|
Loading…
Reference in a new issue