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armorpaint/base/shaders/bloom_downsample_pass.frag.glsl
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#version 450
uniform sampler2D tex;
uniform vec2 screenSizeInv;
uniform int currentMipLevel;
in vec2 texCoord;
out vec4 fragColor;
const float bloomKnee = 0.5;
const float bloomThreshold = 0.8;
const float epsilon = 6.2e-5;
vec3 downsample_dual_filter(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec3 delta = texelSize.xyx * vec3(0.5, 0.5, -0.5);
vec3 result;
result = textureLod(tex, texCoord, 0.0).rgb * 4.0;
result += textureLod(tex, texCoord - delta.xy, 0.0).rgb;
result += textureLod(tex, texCoord - delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.xy, 0.0).rgb;
return result * (1.0 / 8.0);
}
void main() {
fragColor.rgb = downsample_dual_filter(tex, texCoord, screenSizeInv);
if (currentMipLevel == 0) {
float brightness = max(fragColor.r, max(fragColor.g, fragColor.b));
float softeningCurve = brightness - bloomThreshold + bloomKnee;
softeningCurve = clamp(softeningCurve, 0.0, 2.0 * bloomKnee);
softeningCurve = softeningCurve * softeningCurve / (4 * bloomKnee + epsilon);
float contributionFactor = max(softeningCurve, brightness - bloomThreshold);
contributionFactor /= max(epsilon, brightness);
fragColor.rgb *= contributionFactor;
}
fragColor.a = 1.0;
}