Bloom effect added, will have to see if it needs improving. Also added HDR colors and gamma correction.

This commit is contained in:
Tleety
2016-01-21 12:02:28 +01:00
parent 86824f1b1f
commit 983f90504d
16 changed files with 398 additions and 105 deletions
@@ -0,0 +1,32 @@
#version 430
layout (binding = 0) uniform sampler2D SceneTexture;
layout (binding = 1) uniform sampler2D BloomTexture;
uniform float Exposure;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
void main()
{
const float gamma = 2.2;
vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
hdrColor += bloomColor;
//Toon mapping thingy
vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
//gamme correction
result = pow(result, vec3(1.0 / gamma));
fragmentColor = vec4(result, 1.0);
//fragmentColor = hdrColor;
//fragmentColor = bloomColor;
//fragmentColor = vec4(1,0.5,0.7,1);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
@@ -0,0 +1,23 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 tex_offset = 1.0 / textureSize(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+23
View File
@@ -0,0 +1,23 @@
#version 430
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main()
{
vec2 tex_offset = 1.0 / textureSize(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}
+13
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@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}