Vignette effect
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3e6e9e1ba8
commit
942a4fea21
3 changed files with 77 additions and 17 deletions
40
combine.cc
40
combine.cc
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@ -17,7 +17,10 @@ T_CombinePass::T_CombinePass(
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__rw__ T_Texture& bloom )
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: txImage_( image ) , txBloom_( bloom ) ,
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bloomStrength_( 0.45 ) ,
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bloomAttenuation_( 0.3 )
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bloomAttenuation_( 0.3 ) ,
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vignette_{
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1 , 8 , .5 , 1 , 0 , 1
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}
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{
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program_ = Globals::Shaders( ).pipeline({
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"fullscreen.v.glsl" , "combine.f.glsl" });
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@ -30,16 +33,30 @@ void T_CombinePass::render( )
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glClearColor( 1 , 0 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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if ( program_.valid( ) ) {
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enum {
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U_MAIN_INPUT ,
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U_BLOOM_INPUT ,
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U_OUTPUT_SIZE ,
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U_BLOOM_PARAMETERS ,
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U_VIGNETTE_PARAMETERS_1 ,
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U_VIGNETTE_PARAMETERS_2 ,
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};
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auto& tm( Globals::Textures( ) );
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tm.bind( 0 , txImage_ );
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tm.bind( 1 , txBloom_ );
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const auto id( program_.program( E_ShaderType::FRAGMENT ) );
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program_.enable( );
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glProgramUniform1i( id , 0 , 0 );
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glProgramUniform1i( id , 1 , 1 );
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glProgramUniform2f( id , 2 , txImage_.width( ) , txImage_.height( ) );
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glProgramUniform2f( id , 3 , bloomStrength_ , bloomAttenuation_ );
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glProgramUniform1i( id , U_MAIN_INPUT , 0 );
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glProgramUniform1i( id , U_BLOOM_INPUT , 1 );
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glProgramUniform2f( id , U_OUTPUT_SIZE ,
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txImage_.width( ) , txImage_.height( ) );
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glProgramUniform2f( id , U_BLOOM_PARAMETERS ,
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bloomStrength_ , bloomAttenuation_ );
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glProgramUniform4fv( id , U_VIGNETTE_PARAMETERS_1 , 1 ,
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vignette_ );
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glProgramUniform2fv( id , U_VIGNETTE_PARAMETERS_2 , 1 ,
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vignette_ + 4 );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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@ -52,7 +69,16 @@ void T_CombinePass::makeUI( )
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return;
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}
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ImGui::DragFloat( "Bloom strength" , &bloomStrength_ , .001f , 0. , 10 );
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ImGui::DragFloat( "Bloom attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
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ImGui::Text( "Bloom" );
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ImGui::DragFloat( "Strength" , &bloomStrength_ , .001f , 0. , 10 );
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ImGui::DragFloat( "Attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
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ImGui::Text( "Vignette" );
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ImGui::DragFloat( "Shape mult." , &vignette_[ 0 ] , .01f , 0.5 , 20 );
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ImGui::DragFloat( "Shape power" , &vignette_[ 1 ] , .01f , .5 , 50 );
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ImGui::DragFloat( "Aspect ratio" , &vignette_[ 2 ] , .001f , 0 , 1 );
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ImGui::DragFloat( "Shape reverse" , &vignette_[ 3 ] , .001f , .2 , 5 );
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ImGui::DragFloat( "Apply base" , &vignette_[ 4 ] , .001f , 0 , 1 );
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ImGui::DragFloat( "Apply max" , &vignette_[ 5 ] , .001f , 0 , 1 );
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}
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@ -24,5 +24,7 @@ struct T_CombinePass
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float bloomStrength_;
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float bloomAttenuation_;
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float vignette_[ 6 ];
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};
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@ -5,22 +5,54 @@
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layout( location = 0 ) uniform sampler2D u_MainInput;
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layout( location = 1 ) uniform sampler2D u_BlurInput;
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layout( location = 2 ) uniform vec2 u_OutputSize;
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layout( location = 3 ) uniform vec2 u_Parameters;
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layout( location = 3 ) uniform vec2 u_Bloom;
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layout( location = 0 ) out vec3 color;
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// Vignette parameters
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// 1.x = shape multiplier
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// 1.y = shape power
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// 1.z = aspect ratio
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// 1.w = reverse power multiplier
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// 2.x = apply base
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// 2.y = apply max
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layout( location = 4 ) uniform vec4 u_Vignette1;
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layout( location = 5 ) uniform vec2 u_Vignette2;
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#define uVigShapeMul (u_Vignette1.x)
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#define uVigShapePow (u_Vignette1.y)
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#define uVigAspect (u_Vignette1.z)
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#define uVigShapeReverse (u_Vignette1.w)
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#define uVigApplyBase (u_Vignette2.x)
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#define uVigApplyMax (u_Vignette2.y)
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layout( location = 0 ) out vec3 o_Color;
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void main( void )
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{
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vec2 tmp = gl_FragCoord.xy / u_OutputSize;
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float f = u_Parameters.x;
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color = textureLod( u_MainInput , tmp , 0 ).rgb;
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vec2 pos = gl_FragCoord.xy / u_OutputSize;
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float f = u_Bloom.x;
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o_Color = textureLod( u_MainInput , pos , 0 ).rgb;
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// Bloom
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vec3 bloom = vec3( 0 );
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for ( int i = 0 ; i < 6 ; i ++ ) {
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bloom += f * textureLod( u_BlurInput , tmp , i ).rgb;
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f = pow( f , u_Parameters.y + 1 );
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bloom += f * textureLod( u_BlurInput , pos , i ).rgb;
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f = pow( f , u_Bloom.y + 1 );
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}
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color = color + bloom / 2.2;
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o_Color = o_Color + bloom / 2.2;
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color = color / ( color + 1. );
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color = pow( color , vec3( 1.0 / 2.2 ) );
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// Vignette
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vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul ,
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vec2( uVigShapePow ) );
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float vignette = 1 - pow(
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2 * ( uVigAspect * vShape.x + ( 1 - uVigAspect) * vShape.y ) ,
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1 / ( uVigShapePow * uVigShapeReverse ) );
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o_Color *= uVigApplyBase + smoothstep(
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uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette );
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// Reinhart
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o_Color = o_Color / ( o_Color + 1. );
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// Gamma
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o_Color = pow( o_Color , vec3( 1.0 / 2.2 ) );
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}
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