Vignette effect

This commit is contained in:
Emmanuel BENOîT 2017-10-05 10:09:34 +02:00
parent 3e6e9e1ba8
commit 942a4fea21
3 changed files with 77 additions and 17 deletions

View file

@ -17,7 +17,10 @@ T_CombinePass::T_CombinePass(
__rw__ T_Texture& bloom )
: txImage_( image ) , txBloom_( bloom ) ,
bloomStrength_( 0.45 ) ,
bloomAttenuation_( 0.3 )
bloomAttenuation_( 0.3 ) ,
vignette_{
1 , 8 , .5 , 1 , 0 , 1
}
{
program_ = Globals::Shaders( ).pipeline({
"fullscreen.v.glsl" , "combine.f.glsl" });
@ -30,16 +33,30 @@ void T_CombinePass::render( )
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
if ( program_.valid( ) ) {
enum {
U_MAIN_INPUT ,
U_BLOOM_INPUT ,
U_OUTPUT_SIZE ,
U_BLOOM_PARAMETERS ,
U_VIGNETTE_PARAMETERS_1 ,
U_VIGNETTE_PARAMETERS_2 ,
};
auto& tm( Globals::Textures( ) );
tm.bind( 0 , txImage_ );
tm.bind( 1 , txBloom_ );
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
program_.enable( );
glProgramUniform1i( id , 0 , 0 );
glProgramUniform1i( id , 1 , 1 );
glProgramUniform2f( id , 2 , txImage_.width( ) , txImage_.height( ) );
glProgramUniform2f( id , 3 , bloomStrength_ , bloomAttenuation_ );
glProgramUniform1i( id , U_MAIN_INPUT , 0 );
glProgramUniform1i( id , U_BLOOM_INPUT , 1 );
glProgramUniform2f( id , U_OUTPUT_SIZE ,
txImage_.width( ) , txImage_.height( ) );
glProgramUniform2f( id , U_BLOOM_PARAMETERS ,
bloomStrength_ , bloomAttenuation_ );
glProgramUniform4fv( id , U_VIGNETTE_PARAMETERS_1 , 1 ,
vignette_ );
glProgramUniform2fv( id , U_VIGNETTE_PARAMETERS_2 , 1 ,
vignette_ + 4 );
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
}
@ -52,7 +69,16 @@ void T_CombinePass::makeUI( )
return;
}
ImGui::DragFloat( "Bloom strength" , &bloomStrength_ , .001f , 0. , 10 );
ImGui::DragFloat( "Bloom attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
ImGui::Text( "Bloom" );
ImGui::DragFloat( "Strength" , &bloomStrength_ , .001f , 0. , 10 );
ImGui::DragFloat( "Attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
ImGui::Text( "Vignette" );
ImGui::DragFloat( "Shape mult." , &vignette_[ 0 ] , .01f , 0.5 , 20 );
ImGui::DragFloat( "Shape power" , &vignette_[ 1 ] , .01f , .5 , 50 );
ImGui::DragFloat( "Aspect ratio" , &vignette_[ 2 ] , .001f , 0 , 1 );
ImGui::DragFloat( "Shape reverse" , &vignette_[ 3 ] , .001f , .2 , 5 );
ImGui::DragFloat( "Apply base" , &vignette_[ 4 ] , .001f , 0 , 1 );
ImGui::DragFloat( "Apply max" , &vignette_[ 5 ] , .001f , 0 , 1 );
}

View file

@ -24,5 +24,7 @@ struct T_CombinePass
float bloomStrength_;
float bloomAttenuation_;
float vignette_[ 6 ];
};

View file

@ -5,22 +5,54 @@
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_Parameters;
layout( location = 3 ) uniform vec2 u_Bloom;
layout( location = 0 ) out vec3 color;
// Vignette parameters
// 1.x = shape multiplier
// 1.y = shape power
// 1.z = aspect ratio
// 1.w = reverse power multiplier
// 2.x = apply base
// 2.y = apply max
layout( location = 4 ) uniform vec4 u_Vignette1;
layout( location = 5 ) uniform vec2 u_Vignette2;
#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)
layout( location = 0 ) out vec3 o_Color;
void main( void )
{
vec2 tmp = gl_FragCoord.xy / u_OutputSize;
float f = u_Parameters.x;
color = textureLod( u_MainInput , tmp , 0 ).rgb;
vec2 pos = gl_FragCoord.xy / u_OutputSize;
float f = u_Bloom.x;
o_Color = textureLod( u_MainInput , pos , 0 ).rgb;
// Bloom
vec3 bloom = vec3( 0 );
for ( int i = 0 ; i < 6 ; i ++ ) {
bloom += f * textureLod( u_BlurInput , tmp , i ).rgb;
f = pow( f , u_Parameters.y + 1 );
bloom += f * textureLod( u_BlurInput , pos , i ).rgb;
f = pow( f , u_Bloom.y + 1 );
}
color = color + bloom / 2.2;
o_Color = o_Color + bloom / 2.2;
color = color / ( color + 1. );
color = pow( color , vec3( 1.0 / 2.2 ) );
// 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 ) );
o_Color *= uVigApplyBase + smoothstep(
uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette );
// Reinhart
o_Color = o_Color / ( o_Color + 1. );
// Gamma
o_Color = pow( o_Color , vec3( 1.0 / 2.2 ) );
}