Examples/DeferredShading: Improve bloom quality
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@@ -12,10 +12,18 @@ struct ViewerData
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eyePosition: vec3<f32>
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}
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[layout(std140)]
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struct BlurData
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{
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direction: vec2<f32>,
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sizeFactor: f32
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}
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] blurData: uniform<BlurData>
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}
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struct FragIn
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@@ -30,7 +38,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@@ -41,26 +49,16 @@ struct VertOut
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let invTargetSize = viewerData.invRenderTargetSize * 10.0;
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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let fragcoord = input.fragcoord.xy * invTargetSize;
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let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
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let filter = vec2<f32>(1.0, 0.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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@@ -72,7 +70,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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