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- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - passes:
- - vert: bloom-vs
- frag: prefilter-fs
- pass: bloom-prefilter
- depthStencilState:
- depthTest: false
- depthWrite: false
- # Supports up to MAX_BLOOM_FILTER_PASS_NUM upsample/downsample passes
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample0
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample1
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample2
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample3
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample4
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: bloom-downsample5
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample0
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample1
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample2
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample3
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample4
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: bloom-upsample5
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: combine-fs
- pass: bloom-combine
- depthStencilState:
- depthTest: false
- depthWrite: false
- }%
- CCProgram bloom-vs %{
- precision highp float;
- #include <legacy/input-standard>
- #include <builtin/uniforms/cc-global>
- #include <common/common-define>
- out vec2 v_uv;
- void main () {
- StandardVertInput In;
- CCVertInput(In);
- CC_HANDLE_GET_CLIP_FLIP(In.position.xy);
- gl_Position = In.position;
- gl_Position.y = gl_Position.y;
- v_uv = a_texCoord;
- }
- }%
- CCProgram prefilter-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- #include <common/color/gamma>
- #include <common/common-define>
- in vec2 v_uv;
- uniform BloomUBO {
- mediump vec4 texSize;// x: useHDRIlluminance,z: threshold, w: enableAlphaMask
- };
- #pragma rate outputResultMap pass
- uniform sampler2D outputResultMap; // ldr input
- #pragma rate hdrInputMap pass
- uniform sampler2D hdrInputMap; // hdr input
- layout(location = 0) out vec4 fragColor;
- float luminance(vec3 color) {
- return dot(color, vec3(0.3, 0.5, 0.2));
- }
- void main() {
- vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
- #if CC_USE_FLOAT_OUTPUT
- if(texSize.x > 0.0) {
- color = texture(hdrInputMap, v_uv);
- } else {
- color = texture(outputResultMap, v_uv);
- // color.xyz = SRGBToLinear(color.xyz);
- }
- #else
- color = texture(outputResultMap, v_uv);
- // color.xyz = SRGBToLinear(color.xyz);
- #endif
- float contribute = step(texSize.z, luminance(color.rgb));
- contribute *= mix(1.0, step(253.0 / 255.0, color.a), texSize.w);
- fragColor = vec4(color.xyz * contribute, 1.0);
- }
- }%
- CCProgram downsample-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- in vec2 v_uv;
- uniform BloomUBO {
- mediump vec4 texSize;
- };
- #pragma rate bloomTexture pass
- uniform sampler2D bloomTexture;
- layout(location = 0) out vec4 fragColor;
- #pragma define SAM(uv) texture(bloomTexture, uv).xyz
- vec3 downsample(vec2 uv, vec2 halfpixel) {
- vec3 sum = SAM(uv) * 4.0;
- sum += SAM(uv - halfpixel.xy);
- sum += SAM(uv + halfpixel.xy);
- halfpixel.y = -halfpixel.y;
- sum += SAM(uv - halfpixel.xy);
- sum += SAM(uv + halfpixel.xy);
- return sum / 8.0;
- }
- vec3 downsample4taps(vec2 uv, vec2 halfpixel) {
- vec3 sum = SAM(uv + vec2(-halfpixel.x, halfpixel.y));
- sum += SAM(uv + vec2(halfpixel.x, halfpixel.y));
- sum += SAM(uv + vec2(halfpixel.x, -halfpixel.y));
- sum += SAM(uv + vec2(-halfpixel.x, -halfpixel.y));
- return sum / 4.0;
- }
- void main()
- {
- vec3 result = downsample4taps(v_uv, 1.0 / texSize.xy).rgb;
- fragColor = vec4(result, 1.0);
- }
- }%
- CCProgram upsample-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- in vec2 v_uv;
- uniform BloomUBO {
- mediump vec4 texSize;
- };
- #pragma rate bloomTexture pass
- uniform sampler2D bloomTexture;
- layout(location = 0) out vec4 fragColor;
- #pragma define SAM(uv) texture(bloomTexture, uv).xyz
- vec3 upsample(vec2 uv, vec2 halfpixel) {
- vec3 sum = SAM(uv + vec2(-halfpixel.x * 2.0, 0.0));
- sum += SAM(uv + vec2(-halfpixel.x, halfpixel.y)) * 2.0;
- sum += SAM(uv + vec2(0.0, halfpixel.y * 2.0));
- sum += SAM(uv + vec2(halfpixel.x, halfpixel.y)) * 2.0;
- sum += SAM(uv + vec2(halfpixel.x * 2.0, 0.0));
- sum += SAM(uv + vec2(halfpixel.x, -halfpixel.y)) * 2.0;
- sum += SAM(uv + vec2(0.0, -halfpixel.y * 2.0));
- sum += SAM(uv + vec2(-halfpixel.x, -halfpixel.y)) * 2.0;
- return sum / 12.0;
- }
- vec3 upsample4taps(vec2 uv, vec2 halfpixel) {
- vec3 sum = SAM(uv + vec2(-halfpixel.x, halfpixel.y));
- sum += SAM(uv + vec2(halfpixel.x, halfpixel.y));
- sum += SAM(uv + vec2(halfpixel.x, -halfpixel.y));
- sum += SAM(uv + vec2(-halfpixel.x, -halfpixel.y));
- return sum / 4.0;
- }
- void main() {
- vec3 result = upsample4taps(v_uv, 0.5 / texSize.xy).rgb;
- fragColor = vec4(result, 1.0);
- }
- }%
- CCProgram combine-fs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- in vec2 v_uv;
- uniform BloomUBO {
- mediump vec4 texSize;
- };
- #pragma rate outputResultMap pass
- uniform sampler2D outputResultMap;
- #pragma rate bloomTexture pass
- uniform sampler2D bloomTexture;
- layout(location = 0) out vec4 fragColor;
- void main() {
- vec4 hdrColor = texture(outputResultMap, v_uv);
- vec3 bloomColor = texture(bloomTexture, v_uv).rgb;
- vec3 result = hdrColor.rgb + bloomColor * texSize.w;
- fragColor = vec4(result, hdrColor.a);
- }
- }%
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