Updated bloom example shaders
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bfd0a2e0b4
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10 changed files with 19 additions and 23 deletions
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@ -10,8 +10,8 @@ layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 view;
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mat4 model;
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mat4 model;
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vec4 glowColor;
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} ubo;
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} ubo;
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layout (location = 0) out vec3 outColor;
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layout (location = 0) out vec3 outColor;
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@ -26,5 +26,5 @@ void main()
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{
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{
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outUV = inUV;
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outUV = inUV;
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outColor = inColor;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * inPos;
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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}
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}
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@ -5,13 +5,14 @@
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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float blurScale;
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float blurScale;
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float blurStrength;
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float blurStrength;
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int horizontal;
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} ubo;
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} ubo;
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layout (constant_id = 0) const int blurdirection = 0;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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@ -29,13 +30,15 @@ void main()
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vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
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vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
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for(int i = 1; i < 5; ++i)
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for(int i = 1; i < 5; ++i)
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{
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{
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if (ubo.horizontal == 1)
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if (blurdirection == 1)
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{
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{
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// H
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result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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}
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}
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else
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else
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{
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{
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// V
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result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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}
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}
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@ -3,15 +3,6 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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out gl_PerVertex
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@ -21,6 +12,6 @@ out gl_PerVertex
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void main()
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void main()
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{
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{
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outUV = inUV;
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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}
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@ -11,7 +11,8 @@ layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 modelview;
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mat4 view;
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mat4 model;
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} ubo;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 0) out vec3 outNormal;
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@ -30,11 +31,11 @@ void main()
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outNormal = inNormal;
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outNormal = inNormal;
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outColor = inColor;
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outColor = inColor;
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outUV = inUV;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.modelview * inPos;
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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vec3 lightPos = vec3(-5.0, -5.0, 0.0);
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vec3 lightPos = vec3(-5.0, -5.0, 0.0);
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vec4 pos = ubo.modelview * inPos;
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vec4 pos = ubo.view * ubo.model * inPos;
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outNormal = mat3(ubo.modelview) * inNormal;
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outNormal = mat3(ubo.view * ubo.model) * inNormal;
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outLightVec = lightPos - pos.xyz;
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outLightVec = lightPos - pos.xyz;
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outViewVec = -pos.xyz;
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outViewVec = -pos.xyz;
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}
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}
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@ -8,6 +8,7 @@ layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 view;
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mat4 model;
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mat4 model;
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} ubo;
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} ubo;
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@ -22,5 +23,5 @@ out gl_PerVertex
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void main()
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void main()
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{
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{
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outUVW = inPos;
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outUVW = inPos;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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}
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}
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