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| author | Gabriel Schneider <[email protected]> | 2026-09-29 07:41:35 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:16 -0300 |
| commit | 411d0b6059192b75853e220e1242b694ae461a3e (patch) | |
| tree | 50f8bb207f3cdda497bdd84658a2d3ea74b4bc2b /shaders/bloom-down.frag.glsl | |
| parent | da920ca49e3f5d1649e811bbdc3ddba482c6aae4 (diff) | |
| parent | 5526c68beec454cfe607a579723b97b4848e7d3a (diff) | |
| download | pardes-411d0b6059192b75853e220e1242b694ae461a3e.tar.gz pardes-411d0b6059192b75853e220e1242b694ae461a3e.zip | |
Merge: 9P rounds 9-17 + render DPI, dark tints, G4-G10
Diffstat (limited to 'shaders/bloom-down.frag.glsl')
| -rw-r--r-- | shaders/bloom-down.frag.glsl | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/shaders/bloom-down.frag.glsl b/shaders/bloom-down.frag.glsl new file mode 100644 index 00000000..3465926d --- /dev/null +++ b/shaders/bloom-down.frag.glsl @@ -0,0 +1,39 @@ +#version 450 + +// Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a +// source half as big again sampled at five points, the first step over the +// frame through a bright pass in linear light. Written to a float target. + +layout(set = 2, binding = 0) uniform sampler2D source; +layout(std140, set = 3, binding = 0) uniform BloomStep { + // xy: a source texel; zw: a target texel. + vec4 texels; + // x: the bright pass's threshold on a channel's linear peak (above the + // page's own), 0 for none (a later step); y: its soft knee. + vec4 pass; +} u; + +layout(location = 0) out vec4 o_col; + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 tap(vec2 uv) { + vec3 c = texture(source, uv).rgb; + if (u.pass.x <= 0.0) return c; + c = toLinear(c); + float peak = max(c.r, max(c.g, c.b)); + return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak); +} + +void main() { + vec2 uv = gl_FragCoord.xy * u.texels.zw; + vec2 h = 0.5 * u.texels.xy; + vec3 sum = tap(uv) * 4.0; + sum += tap(uv - h); + sum += tap(uv + h); + sum += tap(uv + vec2(h.x, -h.y)); + sum += tap(uv - vec2(h.x, -h.y)); + o_col = vec4(sum / 8.0, 1.0); +} |
