469 lines
12 KiB
Text
469 lines
12 KiB
Text
(init
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# Compute viewport size
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(if (cmp-gt $width $height)
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(
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(set vp-height $height)
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(set vp-width (mul $height (div 16 9)))
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)(
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(set vp-width $width)
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(set vp-height (div $width (div 16 9)))
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)
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)
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# Viewport location
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(set vp-x (div (sub $width $vp-width) 2))
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(set vp-y (div (sub $height $vp-height) 2))
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(program prg-fullscreen "fullscreen.v.glsl")
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(call scene-init)
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(call dof-init)
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(call bloom-init)
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(call combine-init)
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(call fxaa-init)
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)
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(frame
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(profiling "Frame render"
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(call scene-render)
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(call dof-render tx-scene-output tx-scene-depth)
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(call bloom-render tx-scene-output)
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(call combine-render tx-dof-pass2 tx-bloom1)
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(call fxaa-render tx-combined)
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)
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)
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################################################################################
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# Scene
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(fn scene-init ()
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(texture tx-scene-output rgb-f16 $vp-width $vp-height)
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(texture tx-scene-depth r-f16 $vp-width $vp-height)
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(framebuffer rt-scene
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(color tx-scene-output)
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(color tx-scene-depth))
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(program prg-scene-p1 "scene.f.glsl")
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(pipeline pl-scene-p1 prg-fullscreen prg-scene-p1)
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(odbg tx-scene-output hdr "Scene output")
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(odbg tx-scene-depth depth "Scene depth")
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(input camera-pos-x 0)
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(input camera-pos-y 0)
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(input camera-pos-z 30)
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(input camera-lookat-x 0)
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(input camera-lookat-y 0)
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(input camera-lookat-z 0)
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(input camera-up-x 0)
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(input camera-up-y 1)
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(input camera-up-z 0)
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(input camera-nearplane 2)
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(input raymarcher-iterations 256)
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(input raymarcher-step 1.2)
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(input raymarcher-epsilon .00001)
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(input raymarcher-max-dist 250)
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(input raymarcher-correction 10)
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(input fog .00015)
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)
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(fn scene-render ()
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(profiling "Scene render"
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# FIXME temp - we'll need to do init right before this
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# can be moved back to initialisation
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(uniforms prg-scene-p1 1 $vp-width $vp-height)
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(uniforms prg-scene-p1 0 $time)
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(uniforms prg-scene-p1 2
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(get-input camera-pos-x)
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(get-input camera-pos-y)
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(get-input camera-pos-z)
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)
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(uniforms prg-scene-p1 3
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(get-input camera-lookat-x)
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(get-input camera-lookat-y)
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(get-input camera-lookat-z)
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)
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(uniforms prg-scene-p1 4
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(get-input camera-up-x)
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(get-input camera-up-y)
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(get-input camera-up-z)
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)
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(uniforms prg-scene-p1 5
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(get-input camera-nearplane)
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)
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(uniforms prg-scene-p1 6
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(get-input raymarcher-iterations)
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(get-input raymarcher-step)
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(get-input raymarcher-epsilon)
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(get-input raymarcher-max-dist)
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)
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(uniforms prg-scene-p1 7 (get-input fog))
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(uniforms-i prg-scene-p1 8 (get-input raymarcher-correction))
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(use-pipeline pl-scene-p1)
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(use-framebuffer rt-scene)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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)
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)
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################################################################################
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# Depth of Field
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(fn dof-init ()
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# Sampler used for the inputs
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(sampler smp-dof
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(mipmaps no)
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(wrapping clamp-edge)
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(sampling linear)
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(lod 0 0)
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)
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# Texture & RT for pass 1
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(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass1 tx-dof-pass1)
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# Texture & RT for pass 2
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(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass2 tx-dof-pass2)
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# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
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# Output debugging
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(odbg tx-dof-pass1 hdr "DoF - First pass")
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(odbg tx-dof-pass2 hdr "DoF - Output")
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# Programs
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(program prg-dof-pass1 "dof-pass1.f.glsl")
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(program prg-dof-pass2 "dof-pass2.f.glsl")
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# Pipelines
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(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
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(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
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# Inputs
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(input dof-sharp-distance 0)
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(input dof-sharp-range 50)
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(input dof-falloff 50)
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(input dof-max-blur 16)
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(input dof-samples 16)
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# Input overrides
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{ NOT IMPLEMENTED
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(ui-overrides "Post-processing" "Depth of Field"
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(float dof-sharp-distance (min 0) (max 1000) (step .1))
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(float dof-sharp-range (min 0) (max 500) (step .1))
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(float dof-falloff (min 0) (max 500) (step .1))
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(float dof-max-blur (min 1) (max 64) (step .1))
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(int dof-samples (min 1) (max 64) (step .1))
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)
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}
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)
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(fn dof-set-uniforms (prog)
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(uniforms prog 2
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(get-input dof-sharp-distance)
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(get-input dof-sharp-range)
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(get-input dof-falloff)
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(get-input dof-max-blur)
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)
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(uniforms prog 3 (get-input dof-samples))
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(uniforms prog 4 $vp-width $vp-height $time)
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)
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(fn dof-render (in-image in-depth)
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(profiling "Depth of Field"
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(use-texture 1 in-depth smp-dof)
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# FIXME temp - we'll need to do init right before this
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# can be moved back to initialisation
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(uniforms-i prg-dof-pass1 0 0)
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(uniforms-i prg-dof-pass1 1 1)
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(uniforms-i prg-dof-pass2 0 0)
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(uniforms-i prg-dof-pass2 1 1)
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# First pass
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(call dof-set-uniforms prg-dof-pass1)
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(use-texture 0 in-image smp-dof)
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(use-pipeline pl-dof-pass1)
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(use-framebuffer rt-dof-pass1)
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(fullscreen)
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# Second pass
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(call dof-set-uniforms prg-dof-pass2)
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(use-texture 0 tx-dof-pass1 smp-dof)
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(use-pipeline pl-dof-pass2)
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(use-framebuffer rt-dof-pass2)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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)
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)
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################################################################################
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# Bloom
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(fn bloom-init ()
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# Samplers
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(sampler smp-bloom-blur
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(sampling linear)
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(mipmaps linear)
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(lod 0 100)
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(wrapping clamp-edge)
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)
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(sampler smp-bloom-input
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(sampling nearest)
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)
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# First ping/pong texture & targets
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(texture tx-bloom1 rgb-f16 $vp-width $vp-height 6)
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(framebuffer rt-bloom1-lod0 (color tx-bloom1 0))
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(framebuffer rt-bloom1-lod1 (color tx-bloom1 1))
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(framebuffer rt-bloom1-lod2 (color tx-bloom1 2))
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(framebuffer rt-bloom1-lod3 (color tx-bloom1 3))
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(framebuffer rt-bloom1-lod4 (color tx-bloom1 4))
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(framebuffer rt-bloom1-lod5 (color tx-bloom1 5))
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(odbg tx-bloom1 hdr "Bloom")
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# Second ping/pong texture & targets
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(texture tx-bloom2 rgb-f16 $vp-width $vp-height 6)
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(framebuffer rt-bloom2-lod0 (color tx-bloom2 0))
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(framebuffer rt-bloom2-lod1 (color tx-bloom2 1))
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(framebuffer rt-bloom2-lod2 (color tx-bloom2 2))
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(framebuffer rt-bloom2-lod3 (color tx-bloom2 3))
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(framebuffer rt-bloom2-lod4 (color tx-bloom2 4))
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(framebuffer rt-bloom2-lod5 (color tx-bloom2 5))
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(odbg tx-bloom2 hdr "Bloom (partial)")
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# High pass program
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(program prg-bloom-highpass "bloom-highpass.f.glsl")
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(pipeline pl-bloom-highpass prg-fullscreen prg-bloom-highpass)
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# Downsampling program
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(program prg-bloom-downsample "downsample.f.glsl")
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(pipeline pl-bloom-downsample prg-fullscreen prg-bloom-downsample)
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# Blur pass
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(program prg-bloom-blur "blur-pass.f.glsl")
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(pipeline pl-bloom-blur prg-fullscreen prg-bloom-blur)
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# Inputs that control the high pass filter
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# FIXME I don't remember what they actually do, rename them later
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(input bloom-filter0 1.6)
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(input bloom-filter1 1.2)
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(input bloom-filter2 .95)
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# Inputs that control the blur weights
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(input bloom-bw0 .324)
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(input bloom-bw1 .232)
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(input bloom-bw2 .0855)
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(input bloom-bw3 .0205)
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# Blur size
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(input bloom-blur-size 1.3)
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)
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(fn bloom-render (in-scene)
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(profiling "BLOOOOM!"
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# FIXME temp - we'll need to do init right before this
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# can be moved back to initialisation
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(uniforms-i prg-bloom-highpass 0 0)
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(uniforms-i prg-bloom-highpass 1 0)
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(uniforms prg-bloom-highpass 2 $vp-width $vp-height)
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(uniforms-i prg-bloom-downsample 0 0)
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(uniforms-i prg-bloom-blur 0 0)
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# High pass
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(use-texture 0 in-scene smp-bloom-input)
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(uniforms prg-bloom-highpass 3
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(get-input bloom-filter0)
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(get-input bloom-filter1)
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(get-input bloom-filter2)
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)
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(use-framebuffer rt-bloom1-lod0)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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# Set up blur weights
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(uniforms prg-bloom-blur 4
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(get-input bloom-bw0)
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(get-input bloom-bw1)
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(get-input bloom-bw2)
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(get-input bloom-bw3))
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# Blur & downsample
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(uniforms prg-bloom-blur 1 $vp-width $vp-height)
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(call bloom-blur-pass 0 rt-bloom1-lod0 rt-bloom2-lod0)
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(call bloom-downsample rt-bloom1-lod1 1)
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(call bloom-blur-pass 1 rt-bloom1-lod1 rt-bloom2-lod1)
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(call bloom-downsample rt-bloom1-lod2 2)
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(call bloom-blur-pass 2 rt-bloom1-lod2 rt-bloom2-lod2)
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(call bloom-downsample rt-bloom1-lod3 3)
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(call bloom-blur-pass 3 rt-bloom1-lod3 rt-bloom2-lod3)
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(call bloom-downsample rt-bloom1-lod4 4)
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(call bloom-blur-pass 4 rt-bloom1-lod4 rt-bloom2-lod4)
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(call bloom-downsample rt-bloom1-lod5 5)
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(call bloom-blur-pass 5 rt-bloom1-lod5 rt-bloom2-lod5)
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)
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)
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(fn bloom-downsample (target level)
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(locals m w h)
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(set m (inv (pow 2 $level)))
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(set w (mul $vp-width $m))
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(set h (mul $vp-height $m))
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(use-pipeline pl-bloom-downsample)
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(use-framebuffer target)
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(use-texture 0 tx-bloom1 smp-bloom-blur)
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(uniforms prg-bloom-downsample 1 $w $h)
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(uniforms-i prg-bloom-downsample 2 (sub $level 1))
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(viewport 0 0 $w $h)
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(fullscreen)
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(uniforms prg-bloom-blur 1 $w $h)
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)
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(fn bloom-blur-pass (lod fb1 fb2)
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# Common stuff for both passes
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(use-pipeline pl-bloom-blur)
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(uniforms-i prg-bloom-blur 2 $lod)
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# Pass 1
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(use-framebuffer fb2)
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(use-texture 0 tx-bloom1 smp-bloom-blur)
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(uniforms prg-bloom-blur 3
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(get-input bloom-blur-size) 0)
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(fullscreen)
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# Pass 2
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(use-framebuffer fb1)
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(use-texture 0 tx-bloom2 smp-bloom-blur)
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(uniforms prg-bloom-blur 3
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0 (get-input bloom-blur-size))
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(fullscreen)
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)
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################################################################################
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# Combine
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(fn combine-init ()
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# Assets
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(sampler smp-combine-input (sampling nearest))
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(sampler smp-combine-bloom
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(sampling linear)
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(mipmaps nearest)
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(lod 0 100))
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(texture tx-combined rgba-nu8 $vp-width $vp-height)
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(odbg tx-combined ldr-alpha "Combined output")
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(framebuffer rt-combined tx-combined)
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(program prg-combine "combine.f.glsl")
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(pipeline pl-combine prg-fullscreen prg-combine)
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# Bloom parameters
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(input bloom-strength .45)
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(input bloom-attenuation .3)
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# Vignette effect
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(input vignette-shape-m 1)
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(input vignette-shape-p 8)
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(input vignette-shape-r 1)
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(input vignette-aspect-ratio .5)
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(input vignette-apply-base 0)
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(input vignette-apply-max 1)
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# Color grading
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(input cg-lift-r 0)
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(input cg-lift-g 0)
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(input cg-lift-b 0)
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(input cg-gain-r 1)
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(input cg-gain-g 1)
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(input cg-gain-b 1)
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(input cg-gamma-r 0)
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(input cg-gamma-g 0)
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(input cg-gamma-b 0)
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)
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(fn combine-render (in-main in-bloom)
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(profiling "Combine"
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# FIXME temp - we'll need to do init right before this
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# can be moved back to initialisation
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(uniforms-i prg-combine 0 0)
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(uniforms-i prg-combine 1 1)
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(uniforms prg-combine 2 $vp-width $vp-height)
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(use-pipeline pl-combine)
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(use-framebuffer rt-combined)
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(use-texture 0 in-main smp-combine-input)
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(use-texture 1 in-bloom smp-combine-bloom)
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(uniforms prg-combine 3
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(get-input bloom-strength)
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(get-input bloom-attenuation))
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(uniforms prg-combine 4
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(get-input vignette-shape-m)
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(get-input vignette-shape-p)
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(get-input vignette-aspect-ratio)
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(get-input vignette-shape-r))
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(uniforms prg-combine 5
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(get-input vignette-apply-base)
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(get-input vignette-apply-max))
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(uniforms prg-combine 6
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(get-input cg-lift-r)
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(get-input cg-lift-g)
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(get-input cg-lift-b))
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(uniforms prg-combine 7
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(get-input cg-gain-r)
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(get-input cg-gain-g)
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(get-input cg-gain-b))
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(uniforms prg-combine 8
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(get-input cg-gamma-r)
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(get-input cg-gamma-g)
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(get-input cg-gamma-b))
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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)
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)
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################################################################################
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# FXAA
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(fn fxaa-init ()
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(program prg-fxaa "fxaa.f.glsl")
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(pipeline pl-fxaa prg-fullscreen prg-fxaa)
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(sampler smp-fxaa
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(sampling linear)
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(wrapping clamp-border))
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(input fxaa-subpixel .5)
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(input fxaa-et .166)
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(input fxaa-et-min .0833)
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)
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(fn fxaa-render (in-image)
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(profiling "FXAA"
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# FIXME temp - we'll need to do init right before this
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# can be moved back to initialisation
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(uniforms-i prg-fxaa 0 0)
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(uniforms prg-fxaa 1 $vp-width $vp-height)
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(main-output)
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(viewport 0 0 $width $height)
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(clear 0 0 0 0)
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(use-pipeline pl-fxaa)
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(use-texture 0 in-image smp-fxaa)
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(uniforms prg-fxaa 2
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(get-input fxaa-subpixel)
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(get-input fxaa-et)
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(get-input fxaa-et-min))
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(viewport $vp-x $vp-y $vp-width $vp-height)
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(fullscreen)
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)
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)
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# vim: syntax=demo-srd
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