Bloom effect added, will have to see if it needs improving. Also added HDR colors and gamma correction.
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@@ -0,0 +1,32 @@
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#version 430
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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uniform float Exposure;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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const float gamma = 2.2;
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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hdrColor += bloomColor;
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//Toon mapping thingy
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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//gamme correction
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result = pow(result, vec3(1.0 / gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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//fragmentColor = bloomColor;
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//fragmentColor = vec4(1,0.5,0.7,1);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -0,0 +1,23 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -0,0 +1,23 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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