now using deferred rendering instead of forward rendering; some little problem: grid not render, shadow not impl
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@ -17,13 +17,11 @@ void main()
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#version 430
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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out vec4 o_BloomTexture;
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in vec2 v_TexCoord;
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uniform sampler2DMS u_Texture;
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uniform sampler2D u_BloomTexture;
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uniform sampler2D u_HDRTexture; // 来自 LightingPass 的 HDR 颜色
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uniform sampler2D u_BloomTexture; // 来自 BloomBlendPass 的 Bloom 纹理
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uniform bool u_EnableAutoExposure;
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uniform float u_ManualExposure;
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@ -32,73 +30,36 @@ layout(std430, binding = 2) buffer Exposure
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float u_Exposure;
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};
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uniform int u_TextureSamples;
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uniform bool u_EnableBloom;
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uniform float u_BloomThreshold;
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const float uFar = 1.0;
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vec4 SampleTexture(sampler2D tex, vec2 texCoord)
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{
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return texture(tex, texCoord);
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}
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vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
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{
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ivec2 texSize = textureSize(tex);
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ivec2 texCoord = ivec2(tc * texSize);
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vec4 result = vec4(0.0);
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for (int i = 0; i < u_TextureSamples; i++)
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result += texelFetch(tex, texCoord, i);
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result /= float(u_TextureSamples);
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return result;
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}
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float MultiSampleDepth(sampler2DMS tex, vec2 tc)
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{
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ivec2 texSize = textureSize(tex);
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ivec2 texCoord = ivec2(tc * texSize);
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float result = 0.0;
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for (int i = 0; i < u_TextureSamples; i++)
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result += texelFetch(tex, texCoord, i).r;
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result /= float(u_TextureSamples);
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return result;
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}
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const float gamma = 2.2;
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const float pureWhite = 1.0;
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void main()
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{
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const float gamma = 2.2;
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const float pureWhite = 1.0;
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// Tonemapping
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vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
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vec3 color = msColor.rgb;
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// 采样 HDR 颜色(单样本)
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vec3 color = texture(u_HDRTexture, v_TexCoord).rgb;
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// 混合 Bloom(如果启用)
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if (u_EnableBloom)
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{
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vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
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color += bloomColor;
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color += bloomColor; // 在 HDR 空间混合
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}
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if(u_EnableAutoExposure)
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color *= u_Exposure;
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// 应用曝光
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if (u_EnableAutoExposure)
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color *= u_Exposure;
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else
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color *= u_ManualExposure;
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color *= u_ManualExposure;
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// Reinhard tonemapping operator.
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// see: "Photographic Tone Reproduction for Digital Images", eq. 4
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// Reinhard 色调映射
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
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// Scale color by ratio of average luminances.
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// 按亮度比例缩放颜色
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vec3 mappedColor = (mappedLuminance / luminance) * color;
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// Gamma correction.
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// Gamma 校正
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o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
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// Show over-exposed areas
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// if (o_Color.r > 1.0 || o_Color.g > 1.0 || o_Color.b > 1.0)
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// o_Color.rgb *= vec3(1.0, 0.25, 0.25);
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}
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}
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