Improved Bloom-Effect
[Can be now used, instead of filling another HDR-ColorAttachment, you just "overfill" the "color" buffer.]
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4c18127c88
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af90d617d3
3 changed files with 14 additions and 17 deletions
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@ -23,6 +23,7 @@ namespace SM.Base.PostEffects
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private bool _hdr;
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public int Iterations = 5;
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public float Threshold = 0.8f;
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public float[] Weights = { 0.227027f, 0.1945946f, 0.1216216f, 0.054054f, 0.016216f };
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@ -34,7 +35,7 @@ namespace SM.Base.PostEffects
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protected override void InitProcess()
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{
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Pipeline.MainFramebuffer.Append("bloom", new ColorAttachment(_bloomLocation, PixelInformation.RGBA_HDR));
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Pipeline.MainFramebuffer.ColorAttachments["color"].PixelInformation = PixelInformation.RGBA_HDR;
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_bloomBuffer1 = new Framebuffer(SMRenderer.CurrentWindow);
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_bloomBuffer1.Append("xBuffer", _xBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
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@ -57,8 +58,11 @@ namespace SM.Base.PostEffects
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{
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(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate();
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_shader.Draw(first ? Pipeline.MainFramebuffer.ColorAttachments["bloom"] : (hoz ? _yBuffer : _xBuffer), collection =>
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_shader.Draw(first ? Pipeline.MainFramebuffer.ColorAttachments["color"] : (hoz ? _yBuffer : _xBuffer), collection =>
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{
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collection["First"].SetUniform1(first);
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collection["Threshold"].SetUniform1(Threshold);
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collection["Horizontal"].SetUniform1(hoz);
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collection["Weights"].SetUniform1(Weights);
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@ -2,6 +2,9 @@
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uniform sampler2D renderedTexture;
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uniform bool First;
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uniform float Threshold;
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uniform bool Horizontal;
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uniform float[32] Weights;
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@ -12,13 +15,15 @@ layout(location = 0) out vec4 color;
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vec4 GetRenderColorOffset(vec2 offset);
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void main() {
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vec3 thres = vec3(First ? Threshold : 0);
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vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0);
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vec3 result = GetRenderColorOffset(vec2(0)).rgb * Weights[0];
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vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * Weights[0];
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if (Horizontal) {
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for(int i = 1; i < WeightCount; i++) {
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result += GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb * Weights[i];
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result += GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb * Weights[i];
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result += max(GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb - thres, 0) * Weights[i];
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result += max(GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb - thres, 0) * Weights[i];
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}
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} else {
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for(int i = 1; i < WeightCount; i++) {
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