Updated bloom example shaders

This commit is contained in:
saschawillems 2017-01-07 20:45:17 +01:00
parent bfd0a2e0b4
commit 927660680d
10 changed files with 19 additions and 23 deletions

View file

@ -10,8 +10,8 @@ layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 glowColor;
} ubo;
layout (location = 0) out vec3 outColor;
@ -26,5 +26,5 @@ void main()
{
outUV = inUV;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
}

View file

@ -5,13 +5,14 @@
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform UBO
layout (binding = 0) uniform UBO
{
float blurScale;
float blurStrength;
int horizontal;
} ubo;
layout (constant_id = 0) const int blurdirection = 0;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
@ -29,13 +30,15 @@ void main()
vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
for(int i = 1; i < 5; ++i)
{
if (ubo.horizontal == 1)
if (blurdirection == 1)
{
// H
result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
}
else
{
// V
result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
}

View file

@ -3,15 +3,6 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
@ -21,6 +12,6 @@ out gl_PerVertex
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

View file

@ -11,7 +11,8 @@ layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
@ -30,11 +31,11 @@ void main()
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * inPos;
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
vec3 lightPos = vec3(-5.0, -5.0, 0.0);
vec4 pos = ubo.modelview * inPos;
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = lightPos - pos.xyz;
outViewVec = -pos.xyz;
vec4 pos = ubo.view * ubo.model * inPos;
outNormal = mat3(ubo.view * ubo.model) * inNormal;
outLightVec = lightPos - pos.xyz;
outViewVec = -pos.xyz;
}

View file

@ -8,6 +8,7 @@ layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;
@ -22,5 +23,5 @@ out gl_PerVertex
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
}

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