diff options
Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/host_shaders/present_gaussian.frag | 42 |
1 files changed, 19 insertions, 23 deletions
diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag index d5e2b1781..a9558548f 100644 --- a/src/video_core/host_shaders/present_gaussian.frag +++ b/src/video_core/host_shaders/present_gaussian.frag @@ -2,6 +2,10 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +// Code obtained from this 2 sources: +// - https://learnopengl.com/Advanced-Lighting/Bloom +// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ + #version 460 core #ifdef VULKAN @@ -14,50 +18,40 @@ #endif -layout (location = 0) in vec2 frag_tex_coord; +layout(location = 0) in vec2 frag_tex_coord; -layout (location = 0) out vec4 color; +layout(location = 0) out vec4 color; -layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; +layout(binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); - for (int i=1; i<3; i++) { - result += - texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) - * weight[i]; - result += - texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) - * weight[i]; + for (int i = 1; i < 3; i++) { + result += texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) * weight[i]; + result += texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) * weight[i]; } return result; } vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); - for (int i=1; i<3; i++) { - result += - texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) - * weight[i]; - result += - texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) - * weight[i]; + for (int i = 1; i < 3; i++) { + result += texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) * weight[i]; + result += texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) * weight[i]; } return result; } vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); - for (int i=1; i<3; i++) { + for (int i = 1; i < 3; i++) { result += - texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) - * weight[i]; + texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) * weight[i]; result += - texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) - * weight[i]; + texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) * weight[i]; } return result; } @@ -65,10 +59,12 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { void main() { vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; vec2 tex_offset = 1.0f / textureSize(color_texture, 0); + + // TODO(Blinkhawk): This code can be optimized through shader group instructions. vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; - vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb; + vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); color = vec4(combination + base, 1.0f); } |