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HostShader: Fix gaussian and add attribution.

This commit is contained in:
Fernando Sahmkow 2021-10-23 00:23:50 +02:00
parent a96c9c803b
commit 99547d2656

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@ -2,6 +2,10 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
// Code obtained from this 2 sources:
// - https://learnopengl.com/Advanced-Lighting/Bloom
// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
#version 460 core #version 460 core
#ifdef VULKAN #ifdef VULKAN
@ -14,50 +18,40 @@
#endif #endif
layout (location = 0) in vec2 frag_tex_coord; layout(location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color; layout(location = 0) out vec4 color;
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; layout(binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) {
vec4 result = vec4(0.0f); vec4 result = vec4(0.0f);
for (int i=1; i<3; i++) { for (int i = 1; i < 3; i++) {
result += result += texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) * weight[i];
texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) result += texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) * weight[i];
* weight[i];
result +=
texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm))
* weight[i];
} }
return result; return result;
} }
vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) {
vec4 result = vec4(0.0f); vec4 result = vec4(0.0f);
for (int i=1; i<3; i++) { for (int i = 1; i < 3; i++) {
result += result += texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) * weight[i];
texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) result += texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) * weight[i];
* weight[i];
result +=
texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm))
* weight[i];
} }
return result; return result;
} }
vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
vec4 result = vec4(0.0f); vec4 result = vec4(0.0f);
for (int i=1; i<3; i++) { for (int i = 1; i < 3; i++) {
result += result +=
texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) * weight[i];
* weight[i];
result += result +=
texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) * weight[i];
* weight[i];
} }
return result; return result;
} }
@ -65,10 +59,12 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
void main() { void main() {
vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
vec2 tex_offset = 1.0f / textureSize(color_texture, 0); vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
// TODO(Blinkhawk): This code can be optimized through shader group instructions.
vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb; vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
color = vec4(combination + base, 1.0f); color = vec4(combination + base, 1.0f);
} }