Added basic HDR rendering example (wip)
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17 changed files with 1518 additions and 1 deletions
66
data/shaders/hdr/bloom.frag
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66
data/shaders/hdr/bloom.frag
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#version 450
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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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layout (binding = 0) uniform sampler2D samplerColor0;
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layout (binding = 1) uniform sampler2D samplerColor1;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const int dir = 0;
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void main(void)
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{
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// From the OpenGL Super bible
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const float weights[] = float[](0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342);
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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vec2 ts = textureSize(samplerColor1, 0);
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ar = ts.y / ts.x;
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}
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vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
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vec4 color = vec4(0.0);
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for (int i = 0; i < weights.length(); i++)
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{
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vec2 dv = vec2(0.0, i * blurScale) * ar;
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color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
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}
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outColor = color;
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}
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