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Add GradientSobel
experimental filter that adds object outlines based on the normal map.
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@ -34,6 +34,9 @@ uniform texture2D t_src_depth;
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layout(set = 1, binding = 3)
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uniform sampler s_src_depth;
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layout(set = 1, binding = 6)
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uniform utexture2D t_src_mat;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 1, binding = 4)
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@ -165,6 +168,13 @@ vec3 aa_sample(vec2 uv, vec2 off) {
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return aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, uv * screen_res.xy + off, screen_res.xy).rgb;
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}
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#endif
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#ifdef EXPERIMENTAL_GRADIENTSOBEL
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vec3 aa_sample_grad(vec2 uv, vec2 off) {
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uvec2 mat_sz = textureSize(usampler2D(t_src_mat, s_src_depth), 0);
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uvec4 mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz + off), ivec2(0), ivec2(mat_sz) - 1), 0);
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return vec3(mat.xyz) / 255.0;
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}
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#endif
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#ifdef EXPERIMENTAL_COLORDITHERING
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float dither(ivec2 p, float level) {
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@ -249,6 +259,21 @@ void main() {
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float mag = length(gx) + length(gy);
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aa_color.rgb = mix(vec3(0.9), aa_color.rgb * 0.8, clamp(1.0 - mag * 0.3, 0.0, 1.0));
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#endif
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#ifdef EXPERIMENTAL_GRADIENTSOBEL
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vec3 s2[8];
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s2[0] = aa_sample_grad(uv, vec2(-1, 1));
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s2[1] = aa_sample_grad(uv, vec2( 0, 1));
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s2[2] = aa_sample_grad(uv, vec2( 1, 1));
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s2[3] = aa_sample_grad(uv, vec2(-1, 0));
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s2[4] = aa_sample_grad(uv, vec2( 1, 0));
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s2[5] = aa_sample_grad(uv, vec2(-1, -1));
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s2[6] = aa_sample_grad(uv, vec2( 0, -1));
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s2[7] = aa_sample_grad(uv, vec2( 1, -1));
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vec3 gx2 = s2[0] + s2[3] * 2.0 + s2[5] - s2[2] - s2[4] * 2 - s2[7];
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vec3 gy2 = s2[0] + s2[1] * 2.0 + s2[2] - s2[5] - s2[6] * 2 - s2[7];
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float mag2 = length(gx2) + length(gy2);
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aa_color.rgb = mix(vec3(0.0), aa_color.rgb * 0.8, clamp(1.0 - mag2 * 0.3, 0.0, 1.0));
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#endif
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// Bloom
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#ifdef BLOOM_FACTOR
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@ -490,6 +490,8 @@ pub enum ExperimentalShader {
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/// post-processing so there is potentially a significant performance
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/// impact especially with anti aliasing enabled.
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Sobel,
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/// Like Sobel, but on the gradient texture instead of the color texture.
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GradientSobel,
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/// Simulate a curved world.
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CurvedWorld,
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/// Adds extra detail to distant LoD (Level of Detail) terrain procedurally.
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@ -84,6 +84,17 @@ impl PostProcessLayout {
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},
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count: None,
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},
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// Material source
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wgpu::BindGroupLayoutEntry {
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binding: 6,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Uint,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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];
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if pipeline_modes.bloom.is_on() {
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@ -115,6 +126,7 @@ impl PostProcessLayout {
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device: &wgpu::Device,
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src_color: &wgpu::TextureView,
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src_depth: &wgpu::TextureView,
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src_mat: &wgpu::TextureView,
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src_bloom: Option<&wgpu::TextureView>,
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sampler: &wgpu::Sampler,
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depth_sampler: &wgpu::Sampler,
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@ -141,6 +153,10 @@ impl PostProcessLayout {
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binding: 4,
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resource: locals.buf().as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::TextureView(src_mat),
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},
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];
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// Optional bloom source
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if let Some(src_bloom) = src_bloom {
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@ -50,6 +50,7 @@ impl Locals {
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device,
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tgt_color_pp_view,
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tgt_depth_view,
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tgt_mat_view,
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bloom.as_ref().map(|b| b.final_tgt_view),
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sampler,
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depth_sampler,
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@ -99,6 +100,7 @@ impl Locals {
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device,
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tgt_color_pp_view,
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tgt_depth_view,
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tgt_mat_view,
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bloom.as_ref().map(|b| b.final_tgt_view),
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sampler,
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depth_sampler,
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