Jarvis, Optimise my shit

This commit is contained in:
Halbear 2026-09-25 23:37:22 +01:00
parent d1abde919d
commit 9424b29d0a
50 changed files with 1469 additions and 1232 deletions

View file

@ -1,72 +1,42 @@
#version 450
layout(constant_id = 0) const int USE_AA = 0;
const float GAMMA_CONST = 0.4545;
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 sampler2DMS inputTexture;
layout(set = 0, binding = 1) uniform sampler2D bloomImage;
layout(set = 1, binding = 0) uniform ScreenSize{
vec2 size;
} screenSize;
layout(push_constant) uniform PassConfig {
int horizontal;
float GAMMA_CONST;
float Exposure;
float blur_radius;
vec2 bloomSize;
} config;
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;
}
vec4 msaa(int sampleCount, sampler2DMS textureIn,vec2 TextCoord){
ivec2 pixelCoords = ivec2(TextCoord * textureSize(textureIn));
vec4 msaa(int sampleCount, sampler2DMS textureIn, vec2 TextCoord) {
ivec2 size = textureSize(textureIn);
ivec2 pixelCoords = clamp(ivec2(TextCoord * vec2(size)), ivec2(0), size - 1);
vec4 colorSum = vec4(0.0);
for(int i = 0; i < sampleCount; ++i) {
vec4 sampleColor = texelFetch(textureIn, pixelCoords, i);
colorSum += sampleColor;
}
for (int i = 0; i < sampleCount; i++) colorSum += texelFetch(textureIn, pixelCoords, i);
return colorSum / float(sampleCount);
}
void main(){
ivec2 pixelCoords = ivec2(inTextCoord * textureSize(inputTexture));
vec3 bloomAt(ivec2 pixel, ivec2 size) {
return texelFetch(bloomImage, clamp(pixel, ivec2(0), size - 1), 0).rgb;
}
outFragColor = texelFetch(inputTexture, pixelCoords, 0);
vec3 upsampleBloom(vec2 uv) {
ivec2 size = textureSize(bloomImage, 0);
vec2 pixel = uv * vec2(size) - 0.5;
ivec2 base = ivec2(floor(pixel));
vec2 blend = fract(pixel);
return mix(mix(bloomAt(base, size), bloomAt(base + ivec2(1, 0), size), blend.x),
mix(bloomAt(base + ivec2(0, 1), size), bloomAt(base + ivec2(1, 1), size), blend.x), blend.y);
}
if(USE_AA == 0){
outFragColor = texelFetch(inputTexture,pixelCoords,0);
}
if(USE_AA == 1){
outFragColor = texelFetch(inputTexture,pixelCoords,0);
}
if(USE_AA == 2){
outFragColor = msaa(2,inputTexture,inTextCoord);
}
if(USE_AA == 3){
outFragColor = msaa(4,inputTexture,inTextCoord);
}
if(USE_AA == 4){
outFragColor = msaa(8,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);
}
void main() {
vec4 sceneColor = msaa(textureSamples(inputTexture), inputTexture, inTextCoord);
vec3 hdrColour = max(sceneColor.rgb + upsampleBloom(inTextCoord), vec3(0.0));
vec3 result = vec3(1.0) - exp(-hdrColour * config.Exposure);
outFragColor = vec4(pow(result, vec3(1.0 / config.GAMMA_CONST)), sceneColor.a);
}