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- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
- // Based on Kawase Dual Filter Blur
- // https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_slides.pdf
- CCEffect %{
- techniques:
- - passes:
- - vert: bloom-vs
- frag: prefilter-fs
- pass: cc-bloom-prefilter
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: downsample-fs
- pass: cc-bloom-downsample
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: upsample-fs
- pass: cc-bloom-upsample
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- - vert: bloom-vs
- frag: combine-fs
- pass: cc-bloom-combine
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: one
- blendDst: one
- blendSrcAlpha: zero
- blendDstAlpha: one
- }%
- CCProgram bloom-vs %{
- precision highp float;
- #include <legacy/decode-standard>
- #include <post-process/pipeline>
- out vec2 v_uv;
- void main() {
- StandardVertInput In;
- CCDecode(In);
- FLIP_VULKAN_NDC(In.position);
- gl_Position = In.position;
- v_uv = a_texCoord;
- FLIP_SAMPLE_FROM_RT(v_uv);
- }
- }%
- CCProgram prefilter-fs %{
- precision highp float;
- #include <common/color/gamma>
- in vec2 v_uv;
- #pragma rate BloomUBO pass
- uniform BloomUBO {
- mediump vec4 bloomParams; // x: useHDRIlluminance z: threshold, w: enableAlphaMask
- };
- #pragma rate inputTexture pass
- uniform sampler2D inputTexture; // 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 = texture(inputTexture, v_uv);
- float contribute = step(bloomParams.z, luminance(color.rgb));
- contribute *= mix(1.0, step(253.0 / 255.0, color.a), bloomParams.w);
- fragColor = vec4(color.xyz * contribute, 1.0);
- }
- }%
- CCProgram downsample-fs %{
- precision highp float;
- in vec2 v_uv;
- #pragma rate BloomTexUBO pass
- uniform BloomTexUBO {
- mediump vec4 bloomTexSize; // size
- };
- #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) {
- // halfpixel is:
- // 1. half of the pixel size of the output texture
- // 2. pixel size of the input texture
- 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 / bloomTexSize.xy).rgb;
- fragColor = vec4(result, 1.0);
- }
- }%
- CCProgram upsample-fs %{
- precision highp float;
- in vec2 v_uv;
- #pragma rate BloomTexUBO pass
- uniform BloomTexUBO {
- mediump vec4 bloomTexSize;
- };
- #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) {
- // halfpixel is:
- // 1. half of the pixel size of the input texture
- // 2. pixel size of the output texture
- 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 = upsample(v_uv, 0.5 / bloomTexSize.xy).rgb;
- fragColor = vec4(result, 1.0);
- }
- }%
- CCProgram combine-fs %{
- precision highp float;
- in vec2 v_uv;
- #pragma rate BloomUBO pass
- uniform BloomUBO {
- mediump vec4 bloomParams; // x: useHDRIlluminance z: threshold, w: enableAlphaMask
- };
- #pragma rate bloomTexture pass
- uniform sampler2D bloomTexture;
- layout(location = 0)out vec4 fragColor;
- void main() {
- vec3 bloomColor = texture(bloomTexture, v_uv).rgb * bloomParams.w;
- fragColor = vec4(bloomColor, 0);
- }
- }%
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