HDR, Bloom and SSR

This commit is contained in:
Halbear 2026-09-04 00:23:48 +01:00
parent 577836a03f
commit 04befce27d
44 changed files with 1377 additions and 269 deletions

View file

@ -2,13 +2,15 @@
layout(constant_id = 0) const int USE_AA = 0;
const float GAMMA_CONST = 0.8545;
const float GAMMA_CONST = 0.4545;
const float Exposure = 2.0;
const float SPAN_MAX = 8.0;
const float REDUCE_MIN = 1.0/128.0;
const float REDUCE_MUL = 1.0/32.0;
layout(location = 0) in vec2 inTextCoord;
layout(location = 0) out vec4 outFragColor;
layout(location = 1) out vec4 outBloomColour;
layout(set = 0, binding = 0) uniform sampler2D inputTexture;
@ -20,6 +22,13 @@ vec4 gamma(vec4 color){
return color = vec4(pow(color.rgb,vec3(GAMMA_CONST)),color.a);
}
vec3 HDR(float Gamma, float Exposure, sampler2D Texture, vec2 TexCoords){
vec3 hdrColor = texture(Texture, TexCoords).rgb;
vec3 mapped = vec3(1.0) - exp(-hdrColor * Exposure);
mapped = pow(mapped, vec3(1.0 / Gamma));
return mapped;
}
// Sourced from: https://mini.gmshaders.com/p/gm-shaders-mini-fxaa
vec4 fxaa(sampler2D tex, vec2 uv) {
vec2 u_texel = 1.0 / screenSize.size;
@ -74,17 +83,32 @@ void main(){
if(USE_AA == 1){
outFragColor = fxaa(inputTexture, inTextCoord);
outFragColor = gamma(outFragColor);
return;
}
if(USE_AA == 2){
else if(USE_AA == 2){
outFragColor = texture(inputTexture, inTextCoord);
}
if(USE_AA == 3){
else if(USE_AA == 3){
outFragColor = texture(inputTexture, inTextCoord);
}
if(USE_AA == 4){
else if(USE_AA == 4){
outFragColor = texture(inputTexture, inTextCoord);
}
outFragColor = gamma(texture(inputTexture,inTextCoord));
else {
outFragColor = texture(inputTexture, inTextCoord);
}
vec3 color = outFragColor.rgb;
float brightness = dot(color, vec3(0.2126, 0.7152, 0.0722));
float threshold = 1.0;
float softKnee = 0.5;
float contribution = max(brightness - threshold, 0.0);
contribution = contribution / max(contribution + softKnee, 0.0001);
outBloomColour = vec4(color * contribution, 1.0);
}