71 lines
2.4 KiB
GLSL
71 lines
2.4 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma optionNV (unroll all)
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gaussian_weights.inc.glsl"
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#pragma include "includes/color_spaces.inc.glsl"
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uniform sampler2D ShadedScene;
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out vec3 result;
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// Karis average
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float get_weight(vec3 color, float weight) {
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return weight / (1.0 + get_luminance(color));
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}
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void main() {
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vec2 texcoord = get_texcoord();
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#if GET_SETTING(bloom, remove_fireflies)
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float weights = 0.0;
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vec3 accum = vec3(0);
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const int filter_size = 2;
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vec2 texel_offs = vec2(1.0) / SCREEN_SIZE;
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// Find all surrounding pixels and weight them
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for (int i = -filter_size; i <= filter_size; ++i) {
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for (int j = -filter_size; j <= filter_size; ++j) {
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vec3 color_sample = textureLod(
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ShadedScene, texcoord + vec2(i, j) * texel_offs, 0).xyz;
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float weight = get_weight(
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color_sample, gaussian_weights_3[abs(i)] * gaussian_weights_3[abs(j)]);
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accum += color_sample * weight;
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weights += weight;
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}
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}
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accum /= max(0.01, weights);
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result = accum;
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#else
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result = textureLod(ShadedScene, texcoord, 0).xyz;
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#endif
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}
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