Improved Bloom-Effect

[Can be now used, instead of filling another HDR-ColorAttachment, you just "overfill" the "color" buffer.]
This commit is contained in:
Michel Fedde 2021-01-06 17:12:16 +01:00
parent 4c18127c88
commit af90d617d3
3 changed files with 14 additions and 17 deletions

View file

@ -23,6 +23,7 @@ namespace SM.Base.PostEffects
private bool _hdr;
public int Iterations = 5;
public float Threshold = 0.8f;
public float[] Weights = { 0.227027f, 0.1945946f, 0.1216216f, 0.054054f, 0.016216f };
@ -34,7 +35,7 @@ namespace SM.Base.PostEffects
protected override void InitProcess()
{
Pipeline.MainFramebuffer.Append("bloom", new ColorAttachment(_bloomLocation, PixelInformation.RGBA_HDR));
Pipeline.MainFramebuffer.ColorAttachments["color"].PixelInformation = PixelInformation.RGBA_HDR;
_bloomBuffer1 = new Framebuffer(SMRenderer.CurrentWindow);
_bloomBuffer1.Append("xBuffer", _xBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
@ -57,8 +58,11 @@ namespace SM.Base.PostEffects
{
(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate();
_shader.Draw(first ? Pipeline.MainFramebuffer.ColorAttachments["bloom"] : (hoz ? _yBuffer : _xBuffer), collection =>
_shader.Draw(first ? Pipeline.MainFramebuffer.ColorAttachments["color"] : (hoz ? _yBuffer : _xBuffer), collection =>
{
collection["First"].SetUniform1(first);
collection["Threshold"].SetUniform1(Threshold);
collection["Horizontal"].SetUniform1(hoz);
collection["Weights"].SetUniform1(Weights);

View file

@ -2,6 +2,9 @@
uniform sampler2D renderedTexture;
uniform bool First;
uniform float Threshold;
uniform bool Horizontal;
uniform float[32] Weights;
@ -12,13 +15,15 @@ layout(location = 0) out vec4 color;
vec4 GetRenderColorOffset(vec2 offset);
void main() {
vec3 thres = vec3(First ? Threshold : 0);
vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0);
vec3 result = GetRenderColorOffset(vec2(0)).rgb * Weights[0];
vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * Weights[0];
if (Horizontal) {
for(int i = 1; i < WeightCount; i++) {
result += GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb * Weights[i];
result += GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb * Weights[i];
result += max(GetRenderColorOffset(vec2(tex_offset.x * i, 0)).rgb - thres, 0) * Weights[i];
result += max(GetRenderColorOffset(vec2(-tex_offset.x * i, 0)).rgb - thres, 0) * Weights[i];
}
} else {
for(int i = 1; i < WeightCount; i++) {