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Fixes and extra bloom
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parent
2d83ef1c0e
commit
74e01f10e3
@ -5,7 +5,10 @@ uniform texture2D t_src_color;
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layout(set = 0, binding = 1)
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uniform sampler s_src_color;
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layout(set = 0, binding = 2)
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uniform vec2 halfpixel;
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// TODO: refactor in rust
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uniform u_locals {
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vec2 halfpixel;
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};
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layout(location = 0) in vec2 uv;
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@ -5,7 +5,9 @@ uniform texture2D t_src_color;
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layout(set = 0, binding = 1)
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uniform sampler s_src_color;
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layout(set = 0, binding = 2)
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uniform vec2 halfpixel;
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uniform u_locals {
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vec2 halfpixel;
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};
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layout(location = 0) in vec2 uv;
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@ -32,7 +32,7 @@ uniform sampler s_src_color;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 1, binding = 2)
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layout (std140, set = 1, binding = 3)
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uniform u_locals {
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mat4 proj_mat_inv;
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mat4 view_mat_inv;
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@ -185,7 +185,7 @@ void main() {
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vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy);
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// Bloom
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), uv, 0) * 0.05;
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), uv, 0) * 0.75;
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aa_color += bloom;
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// Tonemapping
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@ -50,7 +50,7 @@ impl PostProcessLayout {
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// TODO: make optional
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// src bloom
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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@ -60,7 +60,7 @@ impl PostProcessLayout {
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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@ -70,7 +70,7 @@ impl PostProcessLayout {
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},
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// Locals
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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binding: 3,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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@ -105,15 +105,15 @@ impl PostProcessLayout {
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// TODO: if there is no upscaling we can do the last bloom upsampling in post
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// process to save a pass and the need for the final full size bloom render target
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 1,
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resource: wgpu::BindingResource::TextureView(src_bloom),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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binding: 2,
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resource: wgpu::BindingResource::Sampler(sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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binding: 3,
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resource: locals.buf().as_entire_binding(),
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},
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],
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@ -68,6 +68,9 @@ impl assets::Compound for Shaders {
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"lod-terrain-frag",
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"clouds-vert",
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"clouds-frag",
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"duel-downsample-frag",
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"duel-upsample-frag",
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"clouds-frag",
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"postprocess-vert",
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"postprocess-frag",
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"blit-vert",
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