diff options
Diffstat (limited to 'source/blender/draw/engines/eevee')
4 files changed, 9 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index bd4f15dabab..0f61b6e967c 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -366,6 +366,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold"); float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee"); float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity"); + const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color"); float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius"); effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp"); @@ -381,7 +382,8 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) effects->bloom_curve_threshold[1] = knee * 2.0f; effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee); effects->bloom_curve_threshold[3] = threshold; - effects->bloom_intensity = intensity; + + mul_v3_v3fl(effects->bloom_color, color, intensity); /* Downsample buffers */ copy_v2_v2_int(texsize, blitsize); @@ -1050,7 +1052,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1); DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1); grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true); - DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1); + DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1); } { diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 822d63d5786..6ea717a0471 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -297,7 +297,9 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f); BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f); + float default_bloom_color[3] = {1.0f, 1.0f, 1.0f}; BKE_collection_engine_property_add_bool(props, "bloom_enable", false); + BKE_collection_engine_property_add_float_array(props, "bloom_color", default_bloom_color, 3); BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f); BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index f079f2884e6..1f1a4ef0fcf 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -369,7 +369,7 @@ typedef struct EEVEE_EffectsInfo { float source_texel_size[2]; float blit_texel_size[2]; float downsamp_texel_size[MAX_BLOOM_STEP][2]; - float bloom_intensity; + float bloom_color[3]; float bloom_clamp; float bloom_sample_scale; float bloom_curve_threshold[4]; diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index 9aab9ae7b4f..29543e82f43 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -39,7 +39,7 @@ uniform vec2 baseBufferTexelSize; uniform float sampleScale; /* Step Resolve */ -uniform float bloomIntensity; +uniform vec3 bloomColor; in vec4 uvcoordsvar; @@ -200,7 +200,7 @@ vec4 step_resolve(void) vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); #endif vec4 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0); - vec3 cout = base.rgb + blur * bloomIntensity; + vec3 cout = base.rgb + blur * bloomColor; return vec4(cout, base.a); } |