Urho3D/bin/CoreData/Shaders/GLSL/Bloom.glsl

58 lines
2.0 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
varying vec2 vTexCoord;
varying vec2 vScreenPos;
#ifdef COMPILEPS
uniform float cBloomThreshold;
uniform vec2 cBloomMix;
uniform vec2 cBlurHInvSize;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vTexCoord = GetQuadTexCoord(gl_Position);
vScreenPos = GetScreenPosPreDiv(gl_Position);
}
void PS()
{
#ifdef BRIGHT
vec3 rgb = texture2D(sDiffMap, vScreenPos).rgb;
gl_FragColor = vec4((rgb - vec3(cBloomThreshold, cBloomThreshold, cBloomThreshold)) / (1.0 - cBloomThreshold), 1.0);
#endif
#ifdef BLURH
vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(-2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
rgb += texture2D(sDiffMap, vTexCoord + vec2(-1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
rgb += texture2D(sDiffMap, vTexCoord + vec2(1.0, 0.0) * cBlurHInvSize).rgb * 0.25;
rgb += texture2D(sDiffMap, vTexCoord + vec2(2.0, 0.0) * cBlurHInvSize).rgb * 0.1;
gl_FragColor = vec4(rgb, 1.0);
#endif
#ifdef BLURV
vec3 rgb = texture2D(sDiffMap, vTexCoord + vec2(0.0, -2.0) * cBlurHInvSize).rgb * 0.1;
rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, -1.0) * cBlurHInvSize).rgb * 0.25;
rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 0.0) * cBlurHInvSize).rgb * 0.3;
rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 1.0) * cBlurHInvSize).rgb * 0.25;
rgb += texture2D(sDiffMap, vTexCoord + vec2(0.0, 2.0) * cBlurHInvSize).rgb * 0.1;
gl_FragColor = vec4(rgb, 1.0);
#endif
#ifdef COMBINE
vec3 original = texture2D(sDiffMap, vScreenPos).rgb * cBloomMix.x;
vec3 bloom = texture2D(sNormalMap, vTexCoord).rgb * cBloomMix.y;
// Prevent oversaturation
original *= max(vec3(1.0) - bloom, vec3(0.0));
gl_FragColor = vec4(original + bloom, 1.0);
#endif
}