bloom.hlsl
src/5.advanced_lighting/7.bloom/bloom.hlsl · 82 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
// Position and normal in world space, where the lighting is done.
struct vs_out
{
float4 position : SV_Position;
float3 world : WORLD;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
float4 world = mul(model, float4(v.position, 1.0));
o.world = world.xyz;
o.position = mul(projection, mul(view, world));
o.normal = mul((float3x3)normal_matrix, v.normal);
o.uv = v.uv;
return o;
}
cbuffer lights : register(b1)
{
float4 light_positions[4];
float4 light_colors[4];
};
cbuffer emit : register(b2)
{
float4 emit_color; // w = 1: draw this colour unlit (a light cube)
};
Texture2D albedo : register(t0);
SamplerState linear_wrap : register(s0);
// two outputs: SV_Target0 goes to the first bound target, SV_Target1 to the second
struct bloom_out
{
float4 color : SV_Target0;
float4 bright : SV_Target1;
};
bloom_out ps_main(vs_out p)
{
float3 color = emit_color.rgb;
if (emit_color.w == 0.0)
{
float3 base = albedo.Sample(linear_wrap, p.uv).rgb;
float3 n = normalize(p.normal);
color = 0.02 * base;
for (int i = 0; i < 4; i++)
{
float3 to_light = light_positions[i].xyz - p.world;
float d = length(to_light);
color += max(dot(n, to_light / d), 0.0) * base * light_colors[i].rgb / (d * d);
}
}
bloom_out o;
o.color = float4(color, 1.0);
// perceived brightness; anything above 1 goes to the blur
float brightness = dot(color, float3(0.2126, 0.7152, 0.0722));
o.bright = float4(brightness > 1.0 ? color : 0.0, 1.0);
return o;
}