mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
87 lines
2.4 KiB
HLSL
87 lines
2.4 KiB
HLSL
|
#ifndef __BLOOM__
|
||
|
#define __BLOOM__
|
||
|
|
||
|
#include "Common.cginc"
|
||
|
|
||
|
// Brightness function
|
||
|
half Brightness(half3 c)
|
||
|
{
|
||
|
return Max3(c);
|
||
|
}
|
||
|
|
||
|
// 3-tap median filter
|
||
|
half3 Median(half3 a, half3 b, half3 c)
|
||
|
{
|
||
|
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
|
||
|
}
|
||
|
|
||
|
// Downsample with a 4x4 box filter
|
||
|
half3 DownsampleFilter(sampler2D tex, float2 uv, float2 texelSize)
|
||
|
{
|
||
|
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
|
||
|
|
||
|
half3 s;
|
||
|
s = DecodeHDR(tex2D(tex, uv + d.xy));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zy));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.xw));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zw));
|
||
|
|
||
|
return s * (1.0 / 4.0);
|
||
|
}
|
||
|
|
||
|
// Downsample with a 4x4 box filter + anti-flicker filter
|
||
|
half3 DownsampleAntiFlickerFilter(sampler2D tex, float2 uv, float2 texelSize)
|
||
|
{
|
||
|
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
|
||
|
|
||
|
half3 s1 = DecodeHDR(tex2D(tex, uv + d.xy));
|
||
|
half3 s2 = DecodeHDR(tex2D(tex, uv + d.zy));
|
||
|
half3 s3 = DecodeHDR(tex2D(tex, uv + d.xw));
|
||
|
half3 s4 = DecodeHDR(tex2D(tex, uv + d.zw));
|
||
|
|
||
|
// Karis's luma weighted average (using brightness instead of luma)
|
||
|
half s1w = 1.0 / (Brightness(s1) + 1.0);
|
||
|
half s2w = 1.0 / (Brightness(s2) + 1.0);
|
||
|
half s3w = 1.0 / (Brightness(s3) + 1.0);
|
||
|
half s4w = 1.0 / (Brightness(s4) + 1.0);
|
||
|
half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
|
||
|
|
||
|
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
|
||
|
}
|
||
|
|
||
|
half3 UpsampleFilter(sampler2D tex, float2 uv, float2 texelSize, float sampleScale)
|
||
|
{
|
||
|
#if MOBILE_OR_CONSOLE
|
||
|
// 4-tap bilinear upsampler
|
||
|
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
|
||
|
|
||
|
half3 s;
|
||
|
s = DecodeHDR(tex2D(tex, uv + d.xy));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zy));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.xw));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zw));
|
||
|
|
||
|
return s * (1.0 / 4.0);
|
||
|
#else
|
||
|
// 9-tap bilinear upsampler (tent filter)
|
||
|
float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
|
||
|
|
||
|
half3 s;
|
||
|
s = DecodeHDR(tex2D(tex, uv - d.xy));
|
||
|
s += DecodeHDR(tex2D(tex, uv - d.wy)) * 2.0;
|
||
|
s += DecodeHDR(tex2D(tex, uv - d.zy));
|
||
|
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zw)) * 2.0;
|
||
|
s += DecodeHDR(tex2D(tex, uv)) * 4.0;
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.xw)) * 2.0;
|
||
|
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.zy));
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.wy)) * 2.0;
|
||
|
s += DecodeHDR(tex2D(tex, uv + d.xy));
|
||
|
|
||
|
return s * (1.0 / 16.0);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#endif // __BLOOM__
|