Files
armorpaint/paint/shaders/bloom_downsample_pass.kong
T
2026-07-11 20:05:11 +02:00

81 lines
2.3 KiB
Plaintext

#[set(everything)]
const constants: {
screen_size_inv: float2;
current_mip_level: int;
};
#[set(everything)]
const sampler_linear: sampler;
#[set(everything)]
const tex: tex2d;
struct vert_in {
pos: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
const bloom_knee: float = 0.5;
const bloom_threshold: float = 0.8;
const epsilon: float = 0.000062;
fun bloom_downsample_pass_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.pos.xy * 0.5 + 0.5;
output.tex.y = 1.0 - output.tex.y;
output.pos = float4(input.pos.xy, 0.0, 1.0);
return output;
}
fun clamp_coord(coord: float2, texel_size: float2): float2 {
var lo: float2 = texel_size * 0.5;
var hi: float2 = float2(1.0, 1.0) - lo;
return float2(clamp(coord.x, lo.x, hi.x), clamp(coord.y, lo.y, hi.y));
}
fun downsample_dual_filter(tex_coord: float2, texel_size: float2): float3 {
var delta: float3 = float3(texel_size.xy, texel_size.x) * float3(0.5, 0.5, -0.5);
var result: float3;
result = sample_lod(tex, sampler_linear, clamp_coord(tex_coord, texel_size), 0.0).rgb * 4.0;
result += sample_lod(tex, sampler_linear, clamp_coord(tex_coord - delta.xy, texel_size), 0.0).rgb;
result += sample_lod(tex, sampler_linear, clamp_coord(tex_coord - delta.zy, texel_size), 0.0).rgb;
result += sample_lod(tex, sampler_linear, clamp_coord(tex_coord + delta.zy, texel_size), 0.0).rgb;
result += sample_lod(tex, sampler_linear, clamp_coord(tex_coord + delta.xy, texel_size), 0.0).rgb;
return result * (1.0 / 8.0);
}
fun bloom_downsample_pass_frag(input: vert_out): float4 {
var color: float4;
color.rgb = downsample_dual_filter(input.tex, constants.screen_size_inv);
if (constants.current_mip_level == 0) {
var brightness: float = max(color.r, max(color.g, color.b));
var softening_curve: float = brightness - bloom_threshold + bloom_knee;
softening_curve = clamp(softening_curve, 0.0, 2.0 * bloom_knee);
softening_curve = softening_curve * softening_curve / (4.0 * bloom_knee + epsilon);
var contribution_factor: float = max(softening_curve, brightness - bloom_threshold);
contribution_factor /= max(epsilon, brightness);
color.rgb = color.rgb * contribution_factor;
}
color.a = 1.0;
return color;
}
#[pipe]
struct pipe {
vertex = bloom_downsample_pass_vert;
fragment = bloom_downsample_pass_frag;
}