HDR, Bloom and SSR
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44 changed files with 1377 additions and 269 deletions
61
resources/EngineResources/shaders/bloom_pass_frag.glsl
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61
resources/EngineResources/shaders/bloom_pass_frag.glsl
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 TexCoords;
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layout(set = 0, binding = 0) uniform sampler2D image;
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layout(set = 0, binding = 1) uniform sampler2D bloomImage;
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layout(set = 1 , binding = 0) uniform PassConfig{
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int ApplyToFinalImage;
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int horizontal;
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float GAMMA_CONST;
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float Exposure;
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float blur_radius;
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vec3 padding;
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} config;
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const float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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vec3 safeBloomSample(vec2 uv)
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{
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vec3 value = texture(bloomImage, uv).rgb;
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return clamp(value, vec3(0.0), vec3(8.0));
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}
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void main()
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{
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if(config.ApplyToFinalImage != 0){
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vec3 bloomColour = safeBloomSample(TexCoords);
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vec3 hdrColour = texture(image, TexCoords).rgb;
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hdrColour += bloomColour;
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vec3 result = vec3(1.0) - exp(-hdrColour * config.Exposure);
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result = pow(result, vec3(1.0 / config.GAMMA_CONST));
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FragColor = vec4(result, 1.0);
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return;
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}
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float blurRadius = config.blur_radius;
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vec2 tex_offset = blurRadius / vec2(textureSize(bloomImage, 0));
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vec3 result = safeBloomSample(TexCoords) * weight[0];
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if(config.horizontal != 0)
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{
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for(int i = 1; i < 5; ++i)
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{
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result += safeBloomSample(TexCoords + vec2(tex_offset.x * i, 0.0)) * weight[i];
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result += safeBloomSample(TexCoords - vec2(tex_offset.x * i, 0.0)) * weight[i];
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}
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}
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else
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{
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for(int i = 1; i < 5; ++i)
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{
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result += safeBloomSample(TexCoords + vec2(0.0, tex_offset.y * i)) * weight[i];
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result += safeBloomSample(TexCoords - vec2(0.0, tex_offset.y * i)) * weight[i];
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}
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}
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FragColor = vec4(result, 1.0);
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}
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