Added post processing pass

This commit is contained in:
saschawillems 2016-05-26 13:58:38 +02:00
parent 9dbf252e27
commit 9ace87aca3
15 changed files with 510 additions and 43 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor.rgb = inColor;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
{
outColor = inColor;
}
gl_Position = ubo.projection * ubo.model * inPos;
}

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@ -1,2 +1,6 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V phongpass.vert -o phongpass.vert.spv
glslangvalidator -V phongpass.frag -o phongpass.frag.spv
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V postprocess.vert -o postprocess.vert.spv
glslangvalidator -V postprocess.frag -o postprocess.frag.spv

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@ -15,11 +15,16 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
// Desaturate color
vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
// High ambient colors because mesh materials are pretty dark
vec3 ambient = color * vec3(1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * inColor;
vec3 diffuse = max(dot(N, L), 0.0) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(diffuse * 1.75 + specular, 1.0);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
// Single pass gauss blur
const vec2 texOffset = vec2(0.01, 0.01);
vec2 tc0 = inUV + vec2(-texOffset.s, -texOffset.t);
vec2 tc1 = inUV + vec2( 0.0, -texOffset.t);
vec2 tc2 = inUV + vec2(+texOffset.s, -texOffset.t);
vec2 tc3 = inUV + vec2(-texOffset.s, 0.0);
vec2 tc4 = inUV + vec2( 0.0, 0.0);
vec2 tc5 = inUV + vec2(+texOffset.s, 0.0);
vec2 tc6 = inUV + vec2(-texOffset.s, +texOffset.t);
vec2 tc7 = inUV + vec2( 0.0, +texOffset.t);
vec2 tc8 = inUV + vec2(+texOffset.s, +texOffset.t);
vec4 col0 = texture(samplerColor, tc0);
vec4 col1 = texture(samplerColor, tc1);
vec4 col2 = texture(samplerColor, tc2);
vec4 col3 = texture(samplerColor, tc3);
vec4 col4 = texture(samplerColor, tc4);
vec4 col5 = texture(samplerColor, tc5);
vec4 col6 = texture(samplerColor, tc6);
vec4 col7 = texture(samplerColor, tc7);
vec4 col8 = texture(samplerColor, tc8);
vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
outFragColor = vec4(sum.rgb, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
}

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