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	* Add .cginc extension to HLSL language * Move extension to correct position * Add representative sample .cginc file
		
			
				
	
	
		
			89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
| // From https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/Bloom.cginc
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| // Licensed under the MIT license
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| 
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| #ifndef __BLOOM__
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| #define __BLOOM__
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| 
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| #include "Common.cginc"
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| 
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| // Brightness function
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| half Brightness(half3 c)
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| {
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|     return Max3(c);
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| }
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| 
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| // 3-tap median filter
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| half3 Median(half3 a, half3 b, half3 c)
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| {
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|     return a + b + c - min(min(a, b), c) - max(max(a, b), c);
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| }
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| 
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| // Downsample with a 4x4 box filter
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| half3 DownsampleFilter(sampler2D tex, float2 uv, float2 texelSize)
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| {
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|     float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
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| 
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|     half3 s;
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|     s = DecodeHDR(tex2D(tex, uv + d.xy));
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|     s += DecodeHDR(tex2D(tex, uv + d.zy));
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|     s += DecodeHDR(tex2D(tex, uv + d.xw));
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|     s += DecodeHDR(tex2D(tex, uv + d.zw));
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| 
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|     return s * (1.0 / 4.0);
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| }
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| 
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| // Downsample with a 4x4 box filter + anti-flicker filter
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| half3 DownsampleAntiFlickerFilter(sampler2D tex, float2 uv, float2 texelSize)
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| {
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|     float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
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| 
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|     half3 s1 = DecodeHDR(tex2D(tex, uv + d.xy));
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|     half3 s2 = DecodeHDR(tex2D(tex, uv + d.zy));
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|     half3 s3 = DecodeHDR(tex2D(tex, uv + d.xw));
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|     half3 s4 = DecodeHDR(tex2D(tex, uv + d.zw));
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| 
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|     // Karis's luma weighted average (using brightness instead of luma)
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|     half s1w = 1.0 / (Brightness(s1) + 1.0);
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|     half s2w = 1.0 / (Brightness(s2) + 1.0);
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|     half s3w = 1.0 / (Brightness(s3) + 1.0);
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|     half s4w = 1.0 / (Brightness(s4) + 1.0);
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|     half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
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| 
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|     return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
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| }
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| 
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| half3 UpsampleFilter(sampler2D tex, float2 uv, float2 texelSize, float sampleScale)
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| {
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| #if MOBILE_OR_CONSOLE
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|     // 4-tap bilinear upsampler
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|     float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
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| 
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|     half3 s;
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|     s =  DecodeHDR(tex2D(tex, uv + d.xy));
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|     s += DecodeHDR(tex2D(tex, uv + d.zy));
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|     s += DecodeHDR(tex2D(tex, uv + d.xw));
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|     s += DecodeHDR(tex2D(tex, uv + d.zw));
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| 
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|     return s * (1.0 / 4.0);
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| #else
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|     // 9-tap bilinear upsampler (tent filter)
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|     float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
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| 
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|     half3 s;
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|     s =  DecodeHDR(tex2D(tex, uv - d.xy));
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|     s += DecodeHDR(tex2D(tex, uv - d.wy)) * 2.0;
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|     s += DecodeHDR(tex2D(tex, uv - d.zy));
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| 
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|     s += DecodeHDR(tex2D(tex, uv + d.zw)) * 2.0;
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|     s += DecodeHDR(tex2D(tex, uv))        * 4.0;
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|     s += DecodeHDR(tex2D(tex, uv + d.xw)) * 2.0;
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| 
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|     s += DecodeHDR(tex2D(tex, uv + d.zy));
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|     s += DecodeHDR(tex2D(tex, uv + d.wy)) * 2.0;
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|     s += DecodeHDR(tex2D(tex, uv + d.xy));
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| 
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|     return s * (1.0 / 16.0);
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| #endif
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| }
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| 
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| #endif // __BLOOM__ |