Urho3D/bin/CoreData/Shaders/GLSL/BloomHDR.glsl
2015-01-18 21:31:13 +08:00

74 lines
2.2 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "PostProcess.glsl"
varying vec2 vTexCoord;
varying vec2 vScreenPos;
#ifdef COMPILEPS
uniform float cBloomHDRThreshold;
uniform float cBloomHDRBlurSigma;
uniform float cBloomHDRBlurRadius;
uniform vec2 cBloomHDRBlurDir;
uniform vec2 cBloomHDRMix;
uniform vec2 cBright2InvSize;
uniform vec2 cBright4InvSize;
uniform vec2 cBright8InvSize;
uniform vec2 cBright16InvSize;
const int BlurKernelSize = 5;
#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 color = texture2D(sDiffMap, vScreenPos).rgb;
gl_FragColor = vec4(max(color - cBloomHDRThreshold, 0.0), 1.0);
#endif
#ifdef BLUR16
gl_FragColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright16InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, vScreenPos);
#endif
#ifdef BLUR8
gl_FragColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright8InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, vScreenPos);
#endif
#ifdef BLUR4
gl_FragColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright4InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, vScreenPos);
#endif
#ifdef BLUR2
gl_FragColor = GaussianBlur(BlurKernelSize, cBloomHDRBlurDir, cBright2InvSize * cBloomHDRBlurRadius, cBloomHDRBlurSigma, sDiffMap, vScreenPos);
#endif
#ifdef COMBINE16
gl_FragColor = texture2D(sDiffMap, vScreenPos) + texture2D(sNormalMap, vTexCoord);
#endif
#ifdef COMBINE8
gl_FragColor = texture2D(sDiffMap, vScreenPos) + texture2D(sNormalMap, vTexCoord);
#endif
#ifdef COMBINE4
gl_FragColor = texture2D(sDiffMap, vScreenPos) + texture2D(sNormalMap, vTexCoord);
#endif
#ifdef COMBINE2
vec3 color = texture2D(sDiffMap, vScreenPos).rgb * cBloomHDRMix.x;
vec3 bloom = texture2D(sNormalMap, vTexCoord).rgb * cBloomHDRMix.y;
gl_FragColor = vec4(color + bloom, 1.0);
#endif
}