demotool/shaders/combine.f.glsl
2017-10-05 10:09:34 +02:00

58 lines
1.5 KiB
GLSL

#version 450 core
//! type fragment
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;
// 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 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 , pos , i ).rgb;
f = pow( f , u_Bloom.y + 1 );
}
o_Color = o_Color + bloom / 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 ) );
}