procedural-3d-engine/shaders/slang/hdr/bloom.slang

80 lines
1.8 KiB
Text
Raw Normal View History

/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
Sampler2D samplerColor0;
Sampler2D samplerColor1;
[[SpecializationConstant]] const int dir = 0;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// From the OpenGL Super bible
const float weights[] = { 0.0024499299678342,
0.0043538453346397,
0.0073599963704157,
0.0118349786570722,
0.0181026699707781,
0.0263392293891488,
0.0364543006660986,
0.0479932050577658,
0.0601029809166942,
0.0715974486241365,
0.0811305381519717,
0.0874493212267511,
0.0896631113333857,
0.0874493212267511,
0.0811305381519717,
0.0715974486241365,
0.0601029809166942,
0.0479932050577658,
0.0364543006660986,
0.0263392293891488,
0.0181026699707781,
0.0118349786570722,
0.0073599963704157,
0.0043538453346397,
0.0024499299678342};
const float blurScale = 0.003;
const float blurStrength = 1.0;
float ar = 1.0;
// Aspect ratio for vertical blur pass
if (dir == 1)
{
float2 ts;
samplerColor1.GetDimensions(ts.x, ts.y);
ar = ts.y / ts.x;
}
float2 P = input.UV.yx - float2(0, (25 >> 1) * ar * blurScale);
float4 color = float4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 25; i++)
{
float2 dv = float2(0.0, i * blurScale) * ar;
color += samplerColor1.Sample(P + dv) * weights[i] * blurStrength;
}
return color;
}