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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2015-02-23 10:49:56 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2015-02-23 10:49:56 -0500 |
commit | 0751446e1d069263d25abcff49a32a380231709a (patch) | |
tree | af47582053b30d018c3f1d02e0462aa1eab1b6bb /shaders | |
parent | cecdba5cd996cea3ebd2534aea7a3e3a41205b9c (diff) | |
download | therapy-0751446e1d069263d25abcff49a32a380231709a.tar.gz therapy-0751446e1d069263d25abcff49a32a380231709a.tar.bz2 therapy-0751446e1d069263d25abcff49a32a380231709a.zip |
Rewrote bloom so it's not super slow, also removed the frame from the screen mesh
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/bloom1.fragment | 50 | ||||
-rw-r--r-- | shaders/bloom2.fragment | 58 | ||||
-rw-r--r-- | shaders/final.fragment | 10 |
3 files changed, 26 insertions, 92 deletions
diff --git a/shaders/bloom1.fragment b/shaders/bloom1.fragment index cfb2799..0a89ea1 100644 --- a/shaders/bloom1.fragment +++ b/shaders/bloom1.fragment | |||
@@ -4,51 +4,13 @@ in vec2 UV; | |||
4 | 4 | ||
5 | out vec3 color; | 5 | out vec3 color; |
6 | 6 | ||
7 | uniform sampler2D screenTex; | 7 | uniform vec2 offset; |
8 | uniform float iGlobalTime; | 8 | uniform sampler2D inTex; |
9 | uniform vec2 resolution; | ||
10 | |||
11 | float nrand(vec2 n) | ||
12 | { | ||
13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | ||
14 | } | ||
15 | |||
16 | vec2 rot2d(vec2 p, float a) | ||
17 | { | ||
18 | vec2 sc = vec2(sin(a), cos(a)); | ||
19 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
20 | } | ||
21 | 9 | ||
22 | void main() | 10 | void main() |
23 | { | 11 | { |
24 | const int NUM_TAPS = 12; | 12 | color = vec3(0.0); |
25 | float max_siz = 15.0; | 13 | color += (5.0/16.0) * texture(inTex, UV - offset).rgb; |
26 | 14 | color += (6.0/16.0) * texture(inTex, UV).rgb; | |
27 | vec2 fTaps_Poisson[NUM_TAPS]; | 15 | color += (5.0/16.0) * texture(inTex, UV + offset).rgb; |
28 | fTaps_Poisson[0] = vec2(-.326, -.406); | ||
29 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
30 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
31 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
32 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
33 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
34 | fTaps_Poisson[6] = vec2( .519, .767); | ||
35 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
36 | fTaps_Poisson[8] = vec2( .507, .064); | ||
37 | fTaps_Poisson[9] = vec2( .896, .412); | ||
38 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
39 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
40 | |||
41 | vec4 sum = vec4(0); | ||
42 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
43 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
44 | for (int i=0; i<NUM_TAPS; i++) | ||
45 | { | ||
46 | vec2 ofs = fTaps_Poisson[i]; | ||
47 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
48 | |||
49 | vec2 texcoord = UV + max_siz * ofs / resolution; | ||
50 | sum += texture(screenTex, texcoord, -10.0); | ||
51 | } | ||
52 | |||
53 | color = (sum / vec4(NUM_TAPS)).rgb; | ||
54 | } | 16 | } |
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index 1d9cac4..eca56ea 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment | |||
@@ -4,58 +4,30 @@ in vec2 UV; | |||
4 | 4 | ||
5 | out vec3 color; | 5 | out vec3 color; |
6 | 6 | ||
7 | uniform sampler2D screenTex; | 7 | uniform sampler2D clearTex; |
8 | uniform sampler2D downsampledTex; | 8 | uniform sampler2D blurTex; |
9 | uniform float iGlobalTime; | 9 | uniform float iGlobalTime; |
10 | uniform vec2 resolution; | ||
11 | 10 | ||
12 | float nrand(vec2 n) | 11 | float nrand(vec2 n) |
13 | { | 12 | { |
14 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | 13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); |
15 | } | 14 | } |
16 | 15 | ||
17 | vec2 rot2d(vec2 p, float a) | ||
18 | { | ||
19 | vec2 sc = vec2(sin(a), cos(a)); | ||
20 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
21 | } | ||
22 | |||
23 | void main() | 16 | void main() |
24 | { | 17 | { |
25 | const int NUM_TAPS = 12; | 18 | color = vec3(0.0); |
26 | float max_siz = 1.0; | 19 | //color += texture(tex2, UV).rgb / 2.0; |
27 | 20 | color += texture(blurTex, UV).rgb; | |
28 | vec2 fTaps_Poisson[NUM_TAPS]; | 21 | color = max(vec3(0.0), color - 0.25); |
29 | fTaps_Poisson[0] = vec2(-.326, -.406); | 22 | //color *= color; |
30 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
31 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
32 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
33 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
34 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
35 | fTaps_Poisson[6] = vec2( .519, .767); | ||
36 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
37 | fTaps_Poisson[8] = vec2( .507, .064); | ||
38 | fTaps_Poisson[9] = vec2( .896, .412); | ||
39 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
40 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
41 | |||
42 | vec4 sum = vec4(0); | ||
43 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
44 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
45 | for (int i=0; i<NUM_TAPS; i++) | ||
46 | { | ||
47 | vec2 ofs = fTaps_Poisson[i]; | ||
48 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
49 | |||
50 | vec2 texcoord = UV + max_siz * ofs / (resolution / vec2(16.0)); | ||
51 | sum += texture(downsampledTex, texcoord, -10.0); | ||
52 | } | ||
53 | 23 | ||
54 | vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; | 24 | float flicker = 0.5 + nrand(vec2(iGlobalTime)); |
55 | bloom_c *= bloom_c; | 25 | //flicker *= (flicker); |
56 | //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | 26 | flicker = sqrt(flicker); |
57 | //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | 27 | //flicker = pow(flicker, 1.0/8.0); |
58 | //bloom_c = max(bloom_c - 0.25, vec3(0,0,0)); | 28 | color *= flicker; |
29 | //color *= mix(vec3(0.0), color, flicker); | ||
59 | 30 | ||
60 | color = texture(screenTex, UV).rgb + bloom_c; | 31 | color += texture(clearTex, UV).rgb; |
32 | //color = clamp(color, vec3(0.0), vec3(1.0)); | ||
61 | } | 33 | } |
diff --git a/shaders/final.fragment b/shaders/final.fragment index f9d8995..b6c49a8 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment | |||
@@ -12,11 +12,11 @@ uniform sampler2D scanlinestex; | |||
12 | 12 | ||
13 | const float Tuning_Overscan = 1.08; | 13 | const float Tuning_Overscan = 1.08; |
14 | const float Tuning_Dimming = 0.0; | 14 | const float Tuning_Dimming = 0.0; |
15 | const float Tuning_Satur = 1.0; | 15 | const float Tuning_Satur = 1.13; |
16 | const float Tuning_ReflScalar = 0.3; | 16 | const float Tuning_ReflScalar = 0.3; |
17 | const float Tuning_Barrel = 0; //0.12; | 17 | const float Tuning_Barrel = 0;//0.12; |
18 | const float Tuning_Scanline_Brightness = 0.45; | 18 | const float Tuning_Scanline_Brightness = 0.45; |
19 | const float Tuning_Scanline_Opacity = 0.5; | 19 | const float Tuning_Scanline_Opacity = 0.55; |
20 | const float Tuning_Diff_Brightness = 0.75; | 20 | const float Tuning_Diff_Brightness = 0.75; |
21 | const float Tuning_Spec_Brightness = 0.35; | 21 | const float Tuning_Spec_Brightness = 0.35; |
22 | const float Tuning_Spec_Power = 50.0; | 22 | const float Tuning_Spec_Power = 50.0; |
@@ -26,7 +26,7 @@ uniform vec2 resolution; | |||
26 | 26 | ||
27 | vec4 sampleCRT(vec2 uv) | 27 | vec4 sampleCRT(vec2 uv) |
28 | { | 28 | { |
29 | vec2 CRTMask_Scale = resolution / vec2(6.0, 5.0); | 29 | vec2 CRTMask_Scale = vec2(320.0,200.0) / vec2(2.0, 1.0); |
30 | 30 | ||
31 | vec2 scanuv = uv * CRTMask_Scale; | 31 | vec2 scanuv = uv * CRTMask_Scale; |
32 | vec3 scantex = texture(scanlinestex, scanuv).rgb; | 32 | vec3 scantex = texture(scanlinestex, scanuv).rgb; |
@@ -61,7 +61,7 @@ void main() | |||
61 | spec = pow(spec, Tuning_Spec_Power); | 61 | spec = pow(spec, Tuning_Spec_Power); |
62 | vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; | 62 | vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; |
63 | 63 | ||
64 | float fres = 1.0f - dot(camDir, norm); | 64 | float fres = 1.0 - dot(camDir, norm); |
65 | fres = (fres*fres) * Tuning_Fres_Brightness; | 65 | fres = (fres*fres) * Tuning_Fres_Brightness; |
66 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; | 66 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; |
67 | 67 | ||