Bliss-Shader/shaders/dimensions/composite10.fsh
2024-11-16 18:15:48 +01:00

114 lines
3.9 KiB
GLSL

#include "/lib/settings.glsl"
uniform sampler2D colortex3;
uniform sampler2D colortex6;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
float w0(float a)
{
return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
}
float w1(float a)
{
return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
}
float w2(float a)
{
return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
}
float w3(float a)
{
return (1.0/6.0)*(a*a*a);
}
float g0(float a)
{
return w0(a) + w1(a);
}
float g1(float a)
{
return w2(a) + w3(a);
}
float h0(float a)
{
return -1.0 + w1(a) / (w0(a) + w1(a));
}
float h1(float a)
{
return 1.0 + w3(a) / (w2(a) + w3(a));
}
vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
{
vec4 texelSize = vec4(texelSize,1.0/texelSize);
uv = uv*texelSize.zw;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
float g0x = g0(fuv.x);
float g1x = g1(fuv.x);
float h0x = h0(fuv.x);
float h1x = h1(fuv.x);
float h0y = h0(fuv.y);
float h1y = h1(fuv.y);
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy;
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy;
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy;
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy;
return g0(fuv.y) * (g0x * texture2D(tex, p0) +
g1x * texture2D(tex, p1)) +
g1(fuv.y) * (g0x * texture2D(tex, p2) +
g1x * texture2D(tex, p3));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
/* DRAWBUFFERS:3 */
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize;
#ifdef OLD_BLOOM
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb; //1/4 res
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
gl_FragData[0].rgb = bloom * 2.0;
#else
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb * weights[0]; //1/4 res
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb * weights[1]; //1/8 res
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb * weights[2]; //1/16 res
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb * weights[3]; //1/32 res
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb * weights[4]; //1/64 res
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb * weights[5]; //1/128 res
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb * weights[6]; //1/256 res
gl_FragData[0].rgb = bloom * 2.0;
#endif
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
}