Duckstation/data/shaders/dolphinfx/bloom.glsl
2020-09-13 20:32:34 +10:00

239 lines
7.9 KiB
GLSL

/*===============================================================================*\
|######################## [Dolphin FX Suite 2.20] #######################|
|########################## By Asmodean ##########################|
|| ||
|| This program is free software; you can redistribute it and/or ||
|| modify it under the terms of the GNU General Public License ||
|| as published by the Free Software Foundation; either version 2 ||
|| of the License, or (at your option) any later version. ||
|| ||
|| This program is distributed in the hope that it will be useful, ||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|| GNU General Public License for more details. (C)2015 ||
|| ||
|#################################################################################|
\*===============================================================================*/
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
/*
[configuration]
[OptionRangeInteger]
GUIName = BloomType
OptionName = A_BLOOM_TYPE
MinValue = 0
MaxValue = 5
StepAmount = 1
DefaultValue = 0
[OptionRangeFloat]
GUIName = BloomStrength
OptionName = B_BLOOM_STRENGTH
MinValue = 0.000
MaxValue = 1.000
StepAmount = 0.001
DefaultValue = 0.220
[OptionRangeFloat]
GUIName = BlendStrength
OptionName = C_BLEND_STRENGTH
MinValue = 0.000
MaxValue = 1.200
StepAmount = 0.010
DefaultValue = 1.000
[OptionRangeFloat]
GUIName = BloomDefocus
OptionName = D_B_DEFOCUS
MinValue = 1.000
MaxValue = 4.000
StepAmount = 0.100
DefaultValue = 2.000
[OptionRangeFloat]
GUIName = BloomWidth
OptionName = D_BLOOM_WIDTH
MinValue = 1.000
MaxValue = 8.000
StepAmount = 0.100
DefaultValue = 3.200
[OptionRangeFloat]
GUIName = BloomReds
OptionName = E_BLOOM_REDS
MinValue = 0.000
MaxValue = 0.500
StepAmount = 0.001
DefaultValue = 0.020
[OptionRangeFloat]
GUIName = BloomGreens
OptionName = F_BLOOM_GREENS
MinValue = 0.000
MaxValue = 0.500
StepAmount = 0.001
DefaultValue = 0.010
[OptionRangeFloat]
GUIName = BloomBlues
OptionName = G_BLOOM_BLUES
MinValue = 0.000
MaxValue = 0.500
StepAmount = 0.001
DefaultValue = 0.010
[/configuration]
*/
//Average relative luminance
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
float AvgLuminance(float3 color)
{
return sqrt(
(color.x * color.x * lumCoeff.x) +
(color.y * color.y * lumCoeff.y) +
(color.z * color.z * lumCoeff.z));
}
float smootherstep(float a, float b, float x)
{
x = saturate((x - a) / (b - a));
return x*x*x*(x*(x * 6.0 - 15.0) + 10.0);
}
float3 BlendAddLight(float3 bloom, float3 blend)
{
return saturate(bloom + blend);
}
float3 BlendScreen(float3 bloom, float3 blend)
{
return (bloom + blend) - (bloom * blend);
}
float3 BlendAddGlow(float3 bloom, float3 blend)
{
float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
return lerp(saturate(bloom + blend),
(blend + blend) - (blend * blend), glow);
}
float3 BlendGlow(float3 bloom, float3 blend)
{
float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
return lerp((bloom + blend) - (bloom * blend),
(blend + blend) - (blend * blend), glow);
}
float3 BlendLuma(float3 bloom, float3 blend)
{
float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend));
return lerp((bloom * blend), (1.0 -
((1.0 - bloom) * (1.0 - blend))), lumavg);
}
float3 BlendOverlay(float3 bloom, float3 blend)
{
float3 overlay = step(0.5, bloom);
return lerp((bloom * blend * 2.0), (1.0 - (2.0 *
(1.0 - bloom) * (1.0 - blend))), overlay);
}
float3 BloomCorrection(float3 color)
{
float3 bloom = color;
bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r));
bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g));
bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b));
bloom.r = saturate(color.r + GetOption(E_BLOOM_REDS) * bloom.r);
bloom.g = saturate(color.g + GetOption(F_BLOOM_GREENS) * bloom.g);
bloom.b = saturate(color.b + GetOption(G_BLOOM_BLUES) * bloom.b);
color = saturate(bloom);
return color;
}
float4 PyramidFilter(float2 texcoord, float2 width)
{
float4 X = SampleLocation(texcoord + float2(0.5, 0.5) * width);
float4 Y = SampleLocation(texcoord + float2(-0.5, 0.5) * width);
float4 Z = SampleLocation(texcoord + float2(0.5, -0.5) * width);
float4 W = SampleLocation(texcoord + float2(-0.5, -0.5) * width);
return (X + Y + Z + W) / 4.0;
}
float3 Blend(float3 bloom, float3 blend)
{
if (GetOption(A_BLOOM_TYPE) == 0) { return BlendGlow(bloom, blend); }
else if (GetOption(A_BLOOM_TYPE) == 1) { return BlendAddGlow(bloom, blend); }
else if (GetOption(A_BLOOM_TYPE) == 2) { return BlendAddLight(bloom, blend); }
else if (GetOption(A_BLOOM_TYPE) == 3) { return BlendScreen(bloom, blend); }
else if (GetOption(A_BLOOM_TYPE) == 4) { return BlendLuma(bloom, blend); }
else /*if (GetOption(A_BLOOM_TYPE) == 5) */ { return BlendOverlay(bloom, blend); }
}
void main()
{
float4 color = Sample();
float2 texcoord = GetCoordinates();
float2 pixelSize = GetInvResolution();
float anflare = 4.0;
float2 defocus = float2(GetOption(D_B_DEFOCUS), GetOption(D_B_DEFOCUS));
float4 bloom = PyramidFilter(texcoord, pixelSize * defocus);
float2 dx = float2(pixelSize.x * GetOption(D_BLOOM_WIDTH), 0.0);
float2 dy = float2(0.0, pixelSize.y * GetOption(D_BLOOM_WIDTH));
float2 mdx = mul(dx, 2.0);
float2 mdy = mul(dy, 2.0);
float4 blend = bloom * 0.22520613262190495;
blend += 0.002589001911021066 * SampleLocation(texcoord - mdx + mdy);
blend += 0.010778807494659370 * SampleLocation(texcoord - dx + mdy);
blend += 0.024146616900339800 * SampleLocation(texcoord + mdy);
blend += 0.010778807494659370 * SampleLocation(texcoord + dx + mdy);
blend += 0.002589001911021066 * SampleLocation(texcoord + mdx + mdy);
blend += 0.010778807494659370 * SampleLocation(texcoord - mdx + dy);
blend += 0.044875475183061630 * SampleLocation(texcoord - dx + dy);
blend += 0.100529757860782610 * SampleLocation(texcoord + dy);
blend += 0.044875475183061630 * SampleLocation(texcoord + dx + dy);
blend += 0.010778807494659370 * SampleLocation(texcoord + mdx + dy);
blend += 0.024146616900339800 * SampleLocation(texcoord - mdx);
blend += 0.100529757860782610 * SampleLocation(texcoord - dx);
blend += 0.100529757860782610 * SampleLocation(texcoord + dx);
blend += 0.024146616900339800 * SampleLocation(texcoord + mdx);
blend += 0.010778807494659370 * SampleLocation(texcoord - mdx - dy);
blend += 0.044875475183061630 * SampleLocation(texcoord - dx - dy);
blend += 0.100529757860782610 * SampleLocation(texcoord - dy);
blend += 0.044875475183061630 * SampleLocation(texcoord + dx - dy);
blend += 0.010778807494659370 * SampleLocation(texcoord + mdx - dy);
blend += 0.002589001911021066 * SampleLocation(texcoord - mdx - mdy);
blend += 0.010778807494659370 * SampleLocation(texcoord - dx - mdy);
blend += 0.024146616900339800 * SampleLocation(texcoord - mdy);
blend += 0.010778807494659370 * SampleLocation(texcoord + dx - mdy);
blend += 0.002589001911021066 * SampleLocation(texcoord + mdx - mdy);
blend = lerp(color, blend, GetOption(C_BLEND_STRENGTH));
bloom.xyz = Blend(bloom.xyz, blend.xyz);
bloom.xyz = BloomCorrection(bloom.xyz);
color.a = AvgLuminance(color.xyz);
bloom.a = AvgLuminance(bloom.xyz);
bloom.a *= anflare;
SetOutput(lerp(color, bloom, GetOption(B_BLOOM_STRENGTH)));
}