Vignette effect
This commit is contained in:
parent
3e6e9e1ba8
commit
942a4fea21
3 changed files with 77 additions and 17 deletions
40
combine.cc
40
combine.cc
|
@ -17,7 +17,10 @@ T_CombinePass::T_CombinePass(
|
||||||
__rw__ T_Texture& bloom )
|
__rw__ T_Texture& bloom )
|
||||||
: txImage_( image ) , txBloom_( bloom ) ,
|
: txImage_( image ) , txBloom_( bloom ) ,
|
||||||
bloomStrength_( 0.45 ) ,
|
bloomStrength_( 0.45 ) ,
|
||||||
bloomAttenuation_( 0.3 )
|
bloomAttenuation_( 0.3 ) ,
|
||||||
|
vignette_{
|
||||||
|
1 , 8 , .5 , 1 , 0 , 1
|
||||||
|
}
|
||||||
{
|
{
|
||||||
program_ = Globals::Shaders( ).pipeline({
|
program_ = Globals::Shaders( ).pipeline({
|
||||||
"fullscreen.v.glsl" , "combine.f.glsl" });
|
"fullscreen.v.glsl" , "combine.f.glsl" });
|
||||||
|
@ -30,16 +33,30 @@ void T_CombinePass::render( )
|
||||||
glClearColor( 1 , 0 , 1 , 1 );
|
glClearColor( 1 , 0 , 1 , 1 );
|
||||||
glClear( GL_COLOR_BUFFER_BIT );
|
glClear( GL_COLOR_BUFFER_BIT );
|
||||||
if ( program_.valid( ) ) {
|
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( ) );
|
auto& tm( Globals::Textures( ) );
|
||||||
tm.bind( 0 , txImage_ );
|
tm.bind( 0 , txImage_ );
|
||||||
tm.bind( 1 , txBloom_ );
|
tm.bind( 1 , txBloom_ );
|
||||||
|
|
||||||
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
|
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
|
||||||
program_.enable( );
|
program_.enable( );
|
||||||
glProgramUniform1i( id , 0 , 0 );
|
glProgramUniform1i( id , U_MAIN_INPUT , 0 );
|
||||||
glProgramUniform1i( id , 1 , 1 );
|
glProgramUniform1i( id , U_BLOOM_INPUT , 1 );
|
||||||
glProgramUniform2f( id , 2 , txImage_.width( ) , txImage_.height( ) );
|
glProgramUniform2f( id , U_OUTPUT_SIZE ,
|
||||||
glProgramUniform2f( id , 3 , bloomStrength_ , bloomAttenuation_ );
|
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 );
|
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
|
||||||
}
|
}
|
||||||
|
@ -52,7 +69,16 @@ void T_CombinePass::makeUI( )
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::DragFloat( "Bloom strength" , &bloomStrength_ , .001f , 0. , 10 );
|
ImGui::Text( "Bloom" );
|
||||||
ImGui::DragFloat( "Bloom attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
|
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 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -24,5 +24,7 @@ struct T_CombinePass
|
||||||
|
|
||||||
float bloomStrength_;
|
float bloomStrength_;
|
||||||
float bloomAttenuation_;
|
float bloomAttenuation_;
|
||||||
|
|
||||||
|
float vignette_[ 6 ];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -5,22 +5,54 @@
|
||||||
layout( location = 0 ) uniform sampler2D u_MainInput;
|
layout( location = 0 ) uniform sampler2D u_MainInput;
|
||||||
layout( location = 1 ) uniform sampler2D u_BlurInput;
|
layout( location = 1 ) uniform sampler2D u_BlurInput;
|
||||||
layout( location = 2 ) uniform vec2 u_OutputSize;
|
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 )
|
void main( void )
|
||||||
{
|
{
|
||||||
vec2 tmp = gl_FragCoord.xy / u_OutputSize;
|
vec2 pos = gl_FragCoord.xy / u_OutputSize;
|
||||||
float f = u_Parameters.x;
|
float f = u_Bloom.x;
|
||||||
color = textureLod( u_MainInput , tmp , 0 ).rgb;
|
o_Color = textureLod( u_MainInput , pos , 0 ).rgb;
|
||||||
|
|
||||||
|
// Bloom
|
||||||
vec3 bloom = vec3( 0 );
|
vec3 bloom = vec3( 0 );
|
||||||
for ( int i = 0 ; i < 6 ; i ++ ) {
|
for ( int i = 0 ; i < 6 ; i ++ ) {
|
||||||
bloom += f * textureLod( u_BlurInput , tmp , i ).rgb;
|
bloom += f * textureLod( u_BlurInput , pos , i ).rgb;
|
||||||
f = pow( f , u_Parameters.y + 1 );
|
f = pow( f , u_Bloom.y + 1 );
|
||||||
}
|
}
|
||||||
color = color + bloom / 2.2;
|
o_Color = o_Color + bloom / 2.2;
|
||||||
|
|
||||||
color = color / ( color + 1. );
|
// Vignette
|
||||||
color = pow( color , vec3( 1.0 / 2.2 ) );
|
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 ) );
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue