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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-01-04 09:59:07 +0100 |
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committer | GitHub <noreply@github.com> | 2022-01-04 09:59:07 +0100 |
commit | 34de6d16aae1b9d7c8338d4f6f10ae586f1822cb (patch) | |
tree | ae5dd6c9cea93a8e9a2a6acf97e8f28969c9336a /servers/rendering/renderer_rd | |
parent | 370f0a162d295ff986873470118d4c4f7c0e0e56 (diff) | |
parent | 4d1d2b3900b8773565eebcd55c9246c4c5528056 (diff) |
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/copy.glsl | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl index 4110a95ddb..75ee4c55f7 100644 --- a/servers/rendering/renderer_rd/shaders/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/copy.glsl @@ -132,6 +132,13 @@ void main() { local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); } + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114)); + } memoryBarrierShared(); barrier(); @@ -177,6 +184,11 @@ void main() { color += temp_cache[index - 2] * 0.140367; color += temp_cache[index - 3] * 0.106595; + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114)); + } + color *= params.glow_strength; if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { @@ -186,7 +198,7 @@ void main() { #endif color *= params.glow_exposure; - float luminance = max(color.r, max(color.g, color.b)); + float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom); color = min(color * feedback, vec4(params.glow_luminance_cap)); |