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| 1 | +#import bevy_core_pipeline::fullscreen_vertex_shader |
| 2 | + |
| 3 | +struct BloomUniforms { |
| 4 | + threshold: f32, |
| 5 | + knee: f32, |
| 6 | + scale: f32, |
| 7 | + intensity: f32, |
| 8 | +}; |
| 9 | + |
| 10 | +@group(0) @binding(0) |
| 11 | +var original: texture_2d<f32>; |
| 12 | +@group(0) @binding(1) |
| 13 | +var original_sampler: sampler; |
| 14 | +@group(0) @binding(2) |
| 15 | +var<uniform> uniforms: BloomUniforms; |
| 16 | +@group(0) @binding(3) |
| 17 | +var up: texture_2d<f32>; |
| 18 | + |
| 19 | +fn quadratic_threshold(color: vec4<f32>, threshold: f32, curve: vec3<f32>) -> vec4<f32> { |
| 20 | + let br = max(max(color.r, color.g), color.b); |
| 21 | + |
| 22 | + var rq: f32 = clamp(br - curve.x, 0.0, curve.y); |
| 23 | + rq = curve.z * rq * rq; |
| 24 | + |
| 25 | + return color * max(rq, br - threshold) / max(br, 0.0001); |
| 26 | +} |
| 27 | + |
| 28 | +// Samples original around the supplied uv using a filter. |
| 29 | +// |
| 30 | +// o o o |
| 31 | +// o o |
| 32 | +// o o o |
| 33 | +// o o |
| 34 | +// o o o |
| 35 | +// |
| 36 | +// This is used because it has a number of advantages that |
| 37 | +// outweigh the cost of 13 samples that basically boil down |
| 38 | +// to it looking better. |
| 39 | +// |
| 40 | +// These advantages are outlined in a youtube video by the Cherno: |
| 41 | +// https://www.youtube.com/watch?v=tI70-HIc5ro |
| 42 | +fn sample_13_tap(uv: vec2<f32>, scale: vec2<f32>) -> vec4<f32> { |
| 43 | + let a = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, -1.0) * scale); |
| 44 | + let b = textureSample(original, original_sampler, uv + vec2<f32>(0.0, -1.0) * scale); |
| 45 | + let c = textureSample(original, original_sampler, uv + vec2<f32>(1.0, -1.0) * scale); |
| 46 | + let d = textureSample(original, original_sampler, uv + vec2<f32>(-0.5, -0.5) * scale); |
| 47 | + let e = textureSample(original, original_sampler, uv + vec2<f32>(0.5, -0.5) * scale); |
| 48 | + let f = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, 0.0) * scale); |
| 49 | + let g = textureSample(original, original_sampler, uv + vec2<f32>(0.0, 0.0) * scale); |
| 50 | + let h = textureSample(original, original_sampler, uv + vec2<f32>(1.0, 0.0) * scale); |
| 51 | + let i = textureSample(original, original_sampler, uv + vec2<f32>(-0.5, 0.5) * scale); |
| 52 | + let j = textureSample(original, original_sampler, uv + vec2<f32>(0.5, 0.5) * scale); |
| 53 | + let k = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, 1.0) * scale); |
| 54 | + let l = textureSample(original, original_sampler, uv + vec2<f32>(0.0, 1.0) * scale); |
| 55 | + let m = textureSample(original, original_sampler, uv + vec2<f32>(1.0, 1.0) * scale); |
| 56 | + |
| 57 | + let div = (1.0 / 4.0) * vec2<f32>(0.5, 0.125); |
| 58 | + |
| 59 | + var o: vec4<f32> = (d + e + i + j) * div.x; |
| 60 | + o = o + (a + b + g + f) * div.y; |
| 61 | + o = o + (b + c + h + g) * div.y; |
| 62 | + o = o + (f + g + l + k) * div.y; |
| 63 | + o = o + (g + h + m + l) * div.y; |
| 64 | + |
| 65 | + return o; |
| 66 | +} |
| 67 | + |
| 68 | +// Samples original using a 3x3 tent filter. |
| 69 | +// |
| 70 | +// NOTE: Use a 2x2 filter for better perf, but 3x3 looks better. |
| 71 | +fn sample_original_3x3_tent(uv: vec2<f32>, scale: vec2<f32>) -> vec4<f32> { |
| 72 | + let d = vec4<f32>(1.0, 1.0, -1.0, 0.0); |
| 73 | + |
| 74 | + var s: vec4<f32> = textureSample(original, original_sampler, uv - d.xy * scale); |
| 75 | + s = s + textureSample(original, original_sampler, uv - d.wy * scale) * 2.0; |
| 76 | + s = s + textureSample(original, original_sampler, uv - d.zy * scale); |
| 77 | + |
| 78 | + s = s + textureSample(original, original_sampler, uv + d.zw * scale) * 2.0; |
| 79 | + s = s + textureSample(original, original_sampler, uv) * 4.0; |
| 80 | + s = s + textureSample(original, original_sampler, uv + d.xw * scale) * 2.0; |
| 81 | + |
| 82 | + s = s + textureSample(original, original_sampler, uv + d.zy * scale); |
| 83 | + s = s + textureSample(original, original_sampler, uv + d.wy * scale) * 2.0; |
| 84 | + s = s + textureSample(original, original_sampler, uv + d.xy * scale); |
| 85 | + |
| 86 | + return s / 16.0; |
| 87 | +} |
| 88 | + |
| 89 | +@fragment |
| 90 | +fn downsample_prefilter(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { |
| 91 | + let texel_size = 1.0 / vec2<f32>(textureDimensions(original)); |
| 92 | + |
| 93 | + let scale = texel_size; |
| 94 | + |
| 95 | + let curve = vec3<f32>( |
| 96 | + uniforms.threshold - uniforms.knee, |
| 97 | + uniforms.knee * 2.0, |
| 98 | + 0.25 / uniforms.knee, |
| 99 | + ); |
| 100 | + |
| 101 | + var o: vec4<f32> = sample_13_tap(uv, scale); |
| 102 | + |
| 103 | + o = quadratic_threshold(o, uniforms.threshold, curve); |
| 104 | + o = max(o, vec4<f32>(0.00001)); |
| 105 | + |
| 106 | + return o; |
| 107 | +} |
| 108 | + |
| 109 | +@fragment |
| 110 | +fn downsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { |
| 111 | + let texel_size = 1.0 / vec2<f32>(textureDimensions(original)); |
| 112 | + |
| 113 | + let scale = texel_size; |
| 114 | + |
| 115 | + return sample_13_tap(uv, scale); |
| 116 | +} |
| 117 | + |
| 118 | +@fragment |
| 119 | +fn upsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { |
| 120 | + let texel_size = 1.0 / vec2<f32>(textureDimensions(original)); |
| 121 | + |
| 122 | + let upsample = sample_original_3x3_tent(uv, texel_size * uniforms.scale); |
| 123 | + var color: vec4<f32> = textureSample(up, original_sampler, uv); |
| 124 | + color = vec4<f32>(color.rgb + upsample.rgb, upsample.a); |
| 125 | + |
| 126 | + return color; |
| 127 | +} |
| 128 | + |
| 129 | +@fragment |
| 130 | +fn upsample_final(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { |
| 131 | + let texel_size = 1.0 / vec2<f32>(textureDimensions(original)); |
| 132 | + |
| 133 | + let upsample = sample_original_3x3_tent(uv, texel_size * uniforms.scale); |
| 134 | + |
| 135 | + return vec4<f32>(upsample.rgb * uniforms.intensity, upsample.a); |
| 136 | +} |
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