Bloom Example (#1491)

* add bloom demo

* remove modification to readme

* add references for the bloom implementation
This commit is contained in:
Eric Arnebäck 2018-09-19 21:24:52 +02:00 committed by Branimir Karadžić
parent 9eaa42adc8
commit ab1080ae94
30 changed files with 830 additions and 0 deletions

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examples/38-bloom/bloom.cpp Normal file
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/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* Copyright 2018 Eric Arnebäck. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
* The bloom effect was based on the following presentation:
* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include "camera.h"
#include "bounds.h"
#include <math.h>
namespace
{
// pass that render the geometry of the boxes.
#define RENDER_PASS_GEOMETRY_ID 0
// the first downsample pass.
#define RENDER_PASS_DOWNSAMPLE0_ID 1
// the first upsample pass.
#define RENDER_PASS_UPSAMPLE0_ID ((TEX_CHAIN_LEN-1) + 1)
// the final pass the combines the bloom with the g-buffer.
#define RENDER_PASS_COMBINE_ID ((TEX_CHAIN_LEN-1) + 1 + (TEX_CHAIN_LEN-1))
// number of downsampled and then upsampled textures(used for bloom.)
#define TEX_CHAIN_LEN 5
static float s_texelHalf = 0.0f;
struct PosVertex
{
float m_x;
float m_y;
float m_z;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosVertex::ms_decl;
struct PosTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
float cs = 0.29f;
static PosVertex s_cubeVertices[24] =
{
{-cs, cs, cs },
{ cs, cs, cs },
{-cs, -cs, cs },
{ cs, -cs, cs },
{-cs, cs, -cs },
{ cs, cs, -cs },
{-cs, -cs, -cs },
{ cs, -cs, -cs },
{-cs, cs, cs },
{ cs, cs, cs },
{-cs, cs, -cs },
{ cs, cs, -cs },
{-cs, -cs, cs },
{ cs, -cs, cs },
{-cs, -cs, -cs },
{ cs, -cs, -cs },
{ cs, -cs, cs },
{ cs, cs, cs },
{ cs, -cs, -cs },
{ cs, cs, -cs },
{-cs, -cs, cs },
{-cs, cs, cs },
{-cs, -cs, -cs },
{-cs, cs, -cs },
};
static const uint16_t s_cubeIndices[36] =
{
0, 2, 1,
1, 2, 3,
4, 5, 6,
5, 7, 6,
8, 10, 9,
9, 10, 11,
12, 13, 14,
13, 15, 14,
16, 18, 17,
17, 18, 19,
20, 21, 22,
21, 23, 22,
};
void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = _texelHalf/_textureWidth;
const float texelHalfH = _texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfH;
const float zz = 0.0f;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
float temp = minv;
minv = maxv;
maxv = temp;
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(0, &vb);
}
}
class ExampleDeferred : public entry::AppI
{
public:
ExampleDeferred(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
// Enable m_debug text.
bgfx::setDebug(m_debug);
// Set palette color for index 0
bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
// Set geometry pass view clear state.
bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 1.0f
, 0
, 0
, 0
);
// we need to clear the textures in the chain, before downsampling into them.
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
bgfx::setViewClear(RENDER_PASS_DOWNSAMPLE0_ID + ii
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 1.0f
, 0
, 0
);
}
// Create vertex stream declaration.
PosVertex::init();
PosTexCoord0Vertex::init();
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosVertex::ms_decl
);
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
// Create program from shaders.
m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output");
m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample");
m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample");
m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine");
m_gbufferTex[0].idx = bgfx::kInvalidHandle;
m_gbufferTex[1].idx = bgfx::kInvalidHandle;
m_gbufferTex[2].idx = bgfx::kInvalidHandle;
m_gbuffer.idx = bgfx::kInvalidHandle;
for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) {
m_texChainFb[ii].idx = bgfx::kInvalidHandle;
m_texChainTex[ii].idx = bgfx::kInvalidHandle;
}
// Imgui.
imguiCreate();
m_timeOffset = bx::getHPCounter();
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
// Get renderer capabilities info.
m_caps = bgfx::getCaps();
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_scrollArea = 0;
cameraCreate();
const float initialPos[3] = { 0.0f, 0.0f, -15.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(0.0f);
}
virtual int shutdown() override
{
// Cleanup.
cameraDestroy();
imguiDestroy();
if (bgfx::isValid(m_gbuffer) )
{
bgfx::destroy(m_gbuffer);
}
for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) {
bgfx::destroy(m_texChainTex[ii]);
bgfx::destroy(m_texChainFb[ii]);
}
bgfx::destroy(m_ibh);
bgfx::destroy(m_vbh);
bgfx::destroy(m_geomProgram);
bgfx::destroy(m_downsampleProgram);
bgfx::destroy(m_upsampleProgram);
bgfx::destroy(m_combineProgram);
bgfx::destroy(s_albedo);
bgfx::destroy(s_tex);
bgfx::destroy(s_depth);
bgfx::destroy(s_light);
bgfx::destroy(u_mtx);
bgfx::destroy(u_pixelSize);
bgfx::destroy(u_intensity);
bgfx::destroy(u_color);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const float deltaTime = float(frameTime/freq);
float time = (float)( (now-m_timeOffset)/freq);
if (2 > m_caps->limits.maxFBAttachments)
{
// When multiple render targets (MRT) is not supported by GPU,
// implement alternative code path that doesn't use MRT.
bool blink = uint32_t(time*3.0f)&1;
bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
}
else
{
if (m_oldWidth != m_width
|| m_oldHeight != m_height
|| m_oldReset != m_reset
|| !bgfx::isValid(m_gbuffer) )
{
// Recreate variable size render targets when resolution changes.
m_oldWidth = m_width;
m_oldHeight = m_height;
m_oldReset = m_reset;
if (bgfx::isValid(m_gbuffer) )
{
bgfx::destroy(m_gbuffer);
}
const uint64_t tsFlags = 0
| BGFX_TEXTURE_RT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
;
for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) {
if (bgfx::isValid(m_texChainFb[ii]))
{
bgfx::destroy(m_texChainFb[ii]);
}
m_texChainTex[ii] = bgfx::createTexture2D((uint16_t)m_width / (uint16_t)pow(2, ii), (uint16_t)m_height / (uint16_t)pow(2, ii), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags);
m_texChainFb[ii] = bgfx::createFrameBuffer(1, &m_texChainTex[ii], true);
}
m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags);
m_gbufferTex[1] = m_texChainTex[0];
m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags);
m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
}
ImGui::SetNextWindowPos(
ImVec2(m_width/7.0f, m_height - m_height / 2.0f - 10.0f )
, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 5.0f, m_height / 3.0f)
, ImGuiCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, 0
);
ImGui::SliderFloat("intensity", &m_intensity, 0.0f, 3.0f);
ImGui::End();
// Update camera.
cameraUpdate(deltaTime, m_mouseState);
float view[16];
cameraGetViewMtx(view);
float proj[16];
// Setup views
{
bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0,
uint16_t(m_width / (uint16_t)pow(2, ii+1)),
uint16_t(m_height / (uint16_t)pow(2, ii+1)));
}
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0,
uint16_t(m_width / (uint16_t)pow(2, TEX_CHAIN_LEN-ii - 2)),
uint16_t(m_height / (uint16_t)pow(2, TEX_CHAIN_LEN - ii - 2)));
}
bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height));
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, m_caps->homogeneousDepth);
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
bgfx::setViewTransform(RENDER_PASS_DOWNSAMPLE0_ID + ii, NULL, proj);
bgfx::setViewFrameBuffer(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_texChainFb[ii+1]);
}
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj);
bgfx::setViewFrameBuffer(RENDER_PASS_UPSAMPLE0_ID + ii, m_texChainFb[TEX_CHAIN_LEN - ii - 2]);
}
bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
}
const uint32_t dim = 7;
const int COLS = 5;
float color[4*COLS] = {
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
};
// render a whole bunch of colored cubes to the g-buffer.
for (uint32_t xx = 0; xx < dim; ++xx)
{
bgfx::setUniform(u_color, &color[4 * (xx % COLS) ]);
float mtx[16];
bx::mtxIdentity(mtx);
float t = (float)xx / (float)dim;
t += 0.07f * time;
// float r = (float)sin(0.47f * time * 2.0f * 3.14f) * 1.0f + 1.9f;
float r = (float)sin(0.47f * time * 2.0f * 3.14f) * 1.0f + 1.4f;
//r = 1.9f;
mtx[12] = (float)sin(t * 2.0f * 3.14f)*r;
mtx[13] = (float)cos(t * 2.0f * 3.14f)*r;
mtx[14] = 0.2f * ((float)xx / (float)dim);
// Set transform for draw call.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Set render states.
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_MSAA
);
// Submit primitive for rendering to view 0.
bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
}
// now downsample.
for(uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
{
float pixelSize[4] = {
1.0f / (float)(m_width / (uint16_t)pow(2, ii + 1)),
1.0f / (float)(m_height / (uint16_t)pow(2, ii + 1)), 0.0f, 0.0f };
bgfx::setUniform(u_pixelSize, pixelSize);
bgfx::setTexture(0, s_tex, m_texChainTex[ii]);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
);
screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram);
}
// now upsample.
for (uint16_t ii = 0; ii < TEX_CHAIN_LEN - 1; ++ii)
{
float pixelSize[4] = {
1.0f / (float)(m_width / (uint16_t)pow(2, TEX_CHAIN_LEN - 2 - ii)),
1.0f / (float)(m_height / (uint16_t)pow(2, TEX_CHAIN_LEN - 2 - ii)), 0.0f, 0.0f };
float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f };
bgfx::setUniform(u_pixelSize, pixelSize);
bgfx::setUniform(u_intensity, intensity);
// Combine color and light buffers.
bgfx::setTexture(0, s_tex, m_texChainTex[TEX_CHAIN_LEN - 1 - ii]);
// as we upscale, we also sum with the previous mip level. We do this by alpha blending.
bgfx::setState(
0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_BLEND_ADD
);
screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
bgfx::submit(RENDER_PASS_UPSAMPLE0_ID + ii, m_upsampleProgram);
}
// do final pass, that combines the bloom with the g-buffer.
bgfx::setTexture(0, s_albedo, m_gbufferTex[0]);
bgfx::setTexture(1, s_light, m_texChainTex[0]);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
);
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
}
imguiEndFrame();
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_tex;
bgfx::UniformHandle s_depth;
bgfx::UniformHandle s_light;
bgfx::UniformHandle u_pixelSize;
bgfx::UniformHandle u_intensity;
bgfx::UniformHandle u_color;
bgfx::UniformHandle u_mtx;
bgfx::ProgramHandle m_geomProgram;
bgfx::ProgramHandle m_downsampleProgram;
bgfx::ProgramHandle m_upsampleProgram;
bgfx::ProgramHandle m_combineProgram;
bgfx::TextureHandle m_gbufferTex[3];
bgfx::FrameBufferHandle m_gbuffer;
bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN];
bgfx::TextureHandle m_texChainTex[TEX_CHAIN_LEN];
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
float m_intensity = 1.0f;
uint32_t m_oldWidth;
uint32_t m_oldHeight;
uint32_t m_oldReset;
int32_t m_scrollArea;
entry::MouseState m_mouseState;
const bgfx::Caps* m_caps;
int64_t m_timeOffset;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(ExampleDeferred, "38-bloom", "Bloom.");

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$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2018 Eric Arnebäck. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
uniform vec4 u_color;
void main()
{
// the albedo-buffer of the g-buffer.
gl_FragData[0] = u_color;
// for convenience, we also output the same color, to the first texture of the texture chain used for bloom.
// this color will now be bloomed, in the following passes.
gl_FragData[1] = u_color;
}

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$input v_texcoord0
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
SAMPLER2D(s_albedo, 0);
SAMPLER2D(s_light, 1);
void main()
{
vec3 hdrColor = texture2D(s_albedo, v_texcoord0).rgb;
hdrColor += texture2D(s_light, v_texcoord0).rgb;
// instead of some fancy tonemapping operator, we just clamp it, to keep it simple.
vec3 finalColor = clamp(hdrColor, 0.0, 1.0);
float g = 2.2;
gl_FragColor = vec4(pow(finalColor, vec3(1.0 / g, 1.0 / g, 1.0 / g) ), 1.0);
}

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$input v_texcoord0
/*
* Copyright 2018 Eric Arnebäck. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
SAMPLER2D(s_tex, 0);
// pixel size of the target texture.
uniform vec4 u_pixelSize;
void main()
{
vec2 halfpixel = 0.5 * vec2(u_pixelSize.x, u_pixelSize.y);
vec2 oneepixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y);
vec2 uv = v_texcoord0.xy;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
sum += (4.0/32.0) * texture2D(s_tex, uv).rgba;
sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y));
sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(+halfpixel.x, +halfpixel.y));
sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(+halfpixel.x, -halfpixel.y));
sum += (4.0/32.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, +halfpixel.y) );
sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, 0.0));
sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, 0.0));
sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(0.0, +oneepixel.y));
sum += (2.0/32.0) * texture2D(s_tex, uv + vec2(0.0, -oneepixel.y));
sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, +oneepixel.y));
sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, +oneepixel.y));
sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(+oneepixel.x, -oneepixel.y));
sum += (1.0/32.0) * texture2D(s_tex, uv + vec2(-oneepixel.x, -oneepixel.y));
gl_FragColor.xyzw = sum;
}

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@ -0,0 +1,31 @@
$input v_texcoord0
#include "../common/common.sh"
SAMPLER2D(s_tex, 0);
//SAMPLER2D(s_target_tex, 1);
uniform vec4 u_pixelSize;
uniform vec4 u_intensity;
void main()
{
vec2 halfpixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y);
vec2 uv = v_texcoord0.xy;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x , 0.0));
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, halfpixel.y));
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x , 0.0));
sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, -halfpixel.y));
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y));
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y));
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, -halfpixel.y));
sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, halfpixel.y));
sum += (4.0 / 16.0) * texture2D(s_tex, uv);
gl_FragColor.xyzw = u_intensity.x * sum;
}

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@ -0,0 +1,10 @@
#
# Copyright 2011-2018 Branimir Karadzic. All rights reserved.
# License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/scripts/shader.mk

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@ -0,0 +1,13 @@
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_wpos : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_view : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 v_tangent : TANGENT = vec3(1.0, 0.0, 0.0);
vec3 v_bitangent : BINORMAL = vec3(0.0, 1.0, 0.0);
vec4 v_color0 : COLOR = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_tangent : TANGENT;
vec2 a_texcoord0 : TEXCOORD0;
vec4 a_color0 : COLOR0;

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@ -0,0 +1,18 @@
$input a_position, a_normal, a_tangent, a_texcoord0
$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2018 Eric Arnebäck. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
void main()
{
vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -0,0 +1,15 @@
$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -0,0 +1,11 @@
$input a_position, a_texcoord0
$output v_texcoord0
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -447,6 +447,8 @@ or _OPTIONS["with-combined-examples"] then
, "35-dynamic"
, "36-sky"
, "37-gpudrivenrendering"
, "38-bloom"
)
-- C99 source doesn't compile under WinRT settings