Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl218
1 files changed, 218 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
new file mode 100644
index 00000000000..29543e82f43
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -0,0 +1,218 @@
+/* Original implementation by Keijiro Takahashi
+ * Blender integration by Clément Foucault
+ *
+ * Original License :
+ *
+ * Kino/Bloom v2 - Bloom filter for Unity
+ *
+ * Copyright (C) 2015, 2016 Keijiro Takahashi
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ **/
+
+uniform sampler2D sourceBuffer; /* Buffer to filter */
+uniform vec2 sourceBufferTexelSize;
+
+/* Step Blit */
+uniform vec4 curveThreshold;
+uniform float clampIntensity;
+
+/* Step Upsample */
+uniform sampler2D baseBuffer; /* Previous accumulation buffer */
+uniform vec2 baseBufferTexelSize;
+uniform float sampleScale;
+
+/* Step Resolve */
+uniform vec3 bloomColor;
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+/* -------------- Utils ------------- */
+
+vec3 safe_color(vec3 c)
+{
+ /* Clamp to avoid black square artifacts if a pixel goes NaN. */
+ return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */
+}
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+/* 3-tap median filter */
+vec3 median(vec3 a, vec3 b, vec3 c)
+{
+ return a + b + c - min(min(a, b), c) - max(max(a, b), c);
+}
+
+/* ------------- Filters ------------ */
+
+vec3 downsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* Downsample with a 4x4 box filter + anti-flicker filter */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
+
+ vec3 s1 = textureLod(tex, uv + d.xy, 0.0).rgb;
+ vec3 s2 = textureLod(tex, uv + d.zy, 0.0).rgb;
+ vec3 s3 = textureLod(tex, uv + d.xw, 0.0).rgb;
+ vec3 s4 = textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ /* Karis's luma weighted average (using brightness instead of luma) */
+ float s1w = 1.0 / (brightness(s1) + 1.0);
+ float s2w = 1.0 / (brightness(s2) + 1.0);
+ float s3w = 1.0 / (brightness(s3) + 1.0);
+ float s4w = 1.0 / (brightness(s4) + 1.0);
+ float one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
+
+ return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
+}
+
+vec3 downsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* Downsample with a 4x4 box filter */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
+
+ vec3 s;
+ s = textureLod(tex, uv + d.xy, 0.0).rgb;
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb;
+ s += textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ return s * (1.0 / 4);
+}
+
+vec3 upsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* 9-tap bilinear upsampler (tent filter) */
+ vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0) * sampleScale;
+
+ vec3 s;
+ s = textureLod(tex, uv - d.xy, 0.0).rgb;
+ s += textureLod(tex, uv - d.wy, 0.0).rgb * 2;
+ s += textureLod(tex, uv - d.zy, 0.0).rgb;
+
+ s += textureLod(tex, uv + d.zw, 0.0).rgb * 2;
+ s += textureLod(tex, uv , 0.0).rgb * 4;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb * 2;
+
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.wy, 0.0).rgb * 2;
+ s += textureLod(tex, uv + d.xy, 0.0).rgb;
+
+ return s * (1.0 / 16.0);
+}
+
+vec3 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* 4-tap bilinear upsampler */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * (sampleScale * 0.5);
+
+ vec3 s;
+ s = textureLod(tex, uv + d.xy, 0.0).rgb;
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb;
+ s += textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ return s * (1.0 / 4.0);
+}
+
+/* ----------- Steps ----------- */
+
+vec4 step_blit(void)
+{
+ vec2 uv = uvcoordsvar.xy + sourceBufferTexelSize.xy * 0.5;
+
+#ifdef HIGH_QUALITY /* Anti flicker */
+ vec3 d = sourceBufferTexelSize.xyx * vec3(1, 1, 0);
+ vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
+ vec3 s1 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.xz, 0.0).rgb);
+ vec3 s2 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.xz, 0.0).rgb);
+ vec3 s3 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.zy, 0.0).rgb);
+ vec3 s4 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.zy, 0.0).rgb);
+ vec3 m = median(median(s0.rgb, s1, s2), s3, s4);
+#else
+ vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
+ vec3 m = s0.rgb;
+#endif
+
+ /* Pixel brightness */
+ float br = brightness(m);
+
+ /* Under-threshold part: quadratic curve */
+ float rq = clamp(br - curveThreshold.x, 0, curveThreshold.y);
+ rq = curveThreshold.z * rq * rq;
+
+ /* Combine and apply the brightness response curve. */
+ m *= max(rq, br - curveThreshold.w) / max(1e-5, br);
+
+ /* Clamp pixel intensity */
+ br = max(1e-5, brightness(m));
+ m *= 1.0 - max(0.0, br - clampIntensity) / br;
+
+ return vec4(m, 1.0);
+}
+
+vec4 step_downsample(void)
+{
+#ifdef HIGH_QUALITY /* Anti flicker */
+ vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ return vec4(sample, 1.0);
+}
+
+vec4 step_upsample(void)
+{
+#ifdef HIGH_QUALITY
+ vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ vec3 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb;
+ return vec4(base + blur, 1.0);
+}
+
+vec4 step_resolve(void)
+{
+#ifdef HIGH_QUALITY
+ vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ vec4 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0);
+ vec3 cout = base.rgb + blur * bloomColor;
+ return vec4(cout, base.a);
+}
+
+void main(void)
+{
+#if defined(STEP_BLIT)
+ FragColor = step_blit();
+#elif defined(STEP_DOWNSAMPLE)
+ FragColor = step_downsample();
+#elif defined(STEP_UPSAMPLE)
+ FragColor = step_upsample();
+#elif defined(STEP_RESOLVE)
+ FragColor = step_resolve();
+#endif
+} \ No newline at end of file