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/* 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 if clamping enabled */
if (clampIntensity > 0.0) {
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
}
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