EG/RenderPipelineFile/rpplugins/bloom/shader/bloom_upsample.frag.glsl
2025-07-24 11:37:46 +08:00

96 lines
3.5 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
uniform int sourceMip;
uniform sampler2D SourceTex;
uniform writeonly image2D RESTRICT DestTex;
uniform sampler2D ShadedScene;
uniform sampler2D SumTex;
uniform bool FirstUpsamplePass;
void main() {
vec2 source_size = vec2(textureSize(SourceTex, sourceMip).xy);
vec2 texcoord = (ivec2(gl_FragCoord.xy) + 0.5) / (2.0 * source_size);
vec3 summed = textureLod(SourceTex, texcoord, sourceMip + 1).xyz;
if (FirstUpsamplePass) {
summed = vec3(0);
}
vec3 mip_color = vec3(1);
// Hardcoded mipmap colors for now, should make this adjustable at some point
switch(sourceMip) {
case 0: mip_color = vec3(0.214, 0.429, 0.497); break;
case 1: mip_color = vec3(0.964, 0.947, 0.991); break;
case 2: mip_color = vec3(0.982, 0.542, 0.542); break;
case 3: mip_color = vec3(0.301, 0.493, 1.000); break;
case 4: mip_color = vec3(0.456, 0.209, 0.167); break;
}
// upsample texture
ivec2 coord = ivec2(gl_FragCoord.xy);
vec2 flt_coord = vec2(coord) / (2.0 * source_size);
vec2 texel_size = 1.0 / source_size;
vec3 source_sample = textureLod(SourceTex, flt_coord, sourceMip).xyz * 4;
source_sample += textureLod(
SourceTex, flt_coord + vec2(0, 1) * texel_size, sourceMip).xyz * 2;
source_sample += textureLod(
SourceTex, flt_coord + vec2(0, -1) * texel_size, sourceMip).xyz * 2;
source_sample += textureLod(
SourceTex, flt_coord + vec2(1, 0) * texel_size, sourceMip).xyz * 2;
source_sample += textureLod(
SourceTex, flt_coord + vec2(-1, 0) * texel_size, sourceMip).xyz * 2;
source_sample += textureLod(
SourceTex, flt_coord + vec2(-1, -1) * texel_size, sourceMip).xyz;
source_sample += textureLod(
SourceTex, flt_coord + vec2(1, -1) * texel_size, sourceMip).xyz;
source_sample += textureLod(
SourceTex, flt_coord + vec2(-1, 1) * texel_size, sourceMip).xyz;
source_sample += textureLod(
SourceTex, flt_coord + vec2(1, 1) * texel_size, sourceMip).xyz;
source_sample /= 16.0;
source_sample *= mip_color;
vec3 pass_result = summed + source_sample;
pass_result *= 0.5;
vec4 old_data = texelFetch(SourceTex, coord, sourceMip - 1);
imageStore(DestTex, coord, old_data + vec4(pass_result, 0));
}