Files
Prism/Editor/assets/shaders/BloomBlur.glsl

85 lines
2.6 KiB
GLSL
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
out vec2 v_TexCoord;
void main()
{
vec4 position = vec4(a_Position.xy, 0.0, 1.0);
v_TexCoord = a_TexCoord;
gl_Position = position;
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
in vec2 v_TexCoord;
uniform sampler2D u_Texture;
uniform bool u_Horizontal; // 未使用,可保留或移除
uniform bool u_FirstPass; // 是否进行阈值处理
uniform float u_Threshold; // 亮度阈值
uniform int u_Quality;
uniform float u_Directions; // 模糊方向数
uniform float u_Size; // 模糊半径
void main()
{
float Pi = 6.28318530718; // 2*PI
vec2 Radius = u_Size / textureSize(u_Texture, 0);
// 中心像素采样
vec3 centerColor = texture(u_Texture, v_TexCoord).rgb;
float centerLum = dot(centerColor, vec3(0.2126, 0.7152, 0.0722));
// 如果启用第一次处理且中心像素亮度低于阈值,则直接输出黑色(不进行模糊)
if (u_FirstPass && centerLum <= u_Threshold)
{
o_Color = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
vec3 result = centerColor; // 先累加中心像素
float totalSamples = 1.0; // 有效采样计数(中心像素已计入)
// 周围像素采样
for (float d = 0.0; d < Pi; d += Pi / u_Directions)
{
for (float i = 1.0 / u_Quality; i <= 1.0; i += 1.0 / u_Quality)
{
vec2 offset = vec2(cos(d), sin(d)) * Radius * i;
vec3 sampleColor = texture(u_Texture, v_TexCoord + offset).rgb;
if (u_FirstPass)
{
float lum = dot(sampleColor, vec3(0.2126, 0.7152, 0.0722));
if (lum <= u_Threshold)
{
// 低于阈值则贡献黑色,但采样点仍计入分母?这里选择不计入有效采样数
// 若希望保持模糊能量,可以 continue 跳过累加,但需调整分母
// 为简单起见,此处设为黑色并计入计数(分母不变),也可选择跳过
sampleColor = vec3(0.0);
// 如果希望忽略该采样点,可以 continue 并减少 totalSamples
// 但为了效果平滑,这里保留为黑色并计入计数
}
}
result += sampleColor;
totalSamples += 1.0;
}
}
// 归一化:除以总采样数(包括中心像素)
// 若之前选择忽略低于阈值的采样点continue则需相应调整 totalSamples
result /= totalSamples;
o_Color = vec4(result, 1.0);
}