procedural-3d-engine/data/shaders/hlsl/hdr/bloom.frag
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

62 lines
No EOL
1.5 KiB
GLSL

// Copyright 2020 Google LLC
Texture2D textureColor0 : register(t0);
SamplerState samplerColor0 : register(s0);
Texture2D textureColor1 : register(t1);
SamplerState samplerColor1 : register(s1);
[[vk::constant_id(0)]] const int dir = 0;
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
// 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;
textureColor1.GetDimensions(ts.x, ts.y);
ar = ts.y / ts.x;
}
float2 P = inUV.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 += textureColor1.Sample(samplerColor1, P + dv) * weights[i] * blurStrength;
}
return color;
}