#ifndef __BLOOM__ #define __BLOOM__ #include "Common.cginc" // Brightness function half Brightness(half3 c) { return Max3(c); } // 3-tap median filter half3 Median(half3 a, half3 b, half3 c) { return a + b + c - min(min(a, b), c) - max(max(a, b), c); } // Downsample with a 4x4 box filter half3 DownsampleFilter(sampler2D tex, float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); half3 s; s = DecodeHDR(tex2D(tex, uv + d.xy)); s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.xw)); s += DecodeHDR(tex2D(tex, uv + d.zw)); return s * (1.0 / 4.0); } // Downsample with a 4x4 box filter + anti-flicker filter half3 DownsampleAntiFlickerFilter(sampler2D tex, float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); half3 s1 = DecodeHDR(tex2D(tex, uv + d.xy)); half3 s2 = DecodeHDR(tex2D(tex, uv + d.zy)); half3 s3 = DecodeHDR(tex2D(tex, uv + d.xw)); half3 s4 = DecodeHDR(tex2D(tex, uv + d.zw)); // Karis's luma weighted average (using brightness instead of luma) half s1w = 1.0 / (Brightness(s1) + 1.0); half s2w = 1.0 / (Brightness(s2) + 1.0); half s3w = 1.0 / (Brightness(s3) + 1.0); half s4w = 1.0 / (Brightness(s4) + 1.0); half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w); return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum; } half3 UpsampleFilter(sampler2D tex, float2 uv, float2 texelSize, float sampleScale) { #if MOBILE_OR_CONSOLE // 4-tap bilinear upsampler float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5); half3 s; s = DecodeHDR(tex2D(tex, uv + d.xy)); s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.xw)); s += DecodeHDR(tex2D(tex, uv + d.zw)); return s * (1.0 / 4.0); #else // 9-tap bilinear upsampler (tent filter) float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale; half3 s; s = DecodeHDR(tex2D(tex, uv - d.xy)); s += DecodeHDR(tex2D(tex, uv - d.wy)) * 2.0; s += DecodeHDR(tex2D(tex, uv - d.zy)); s += DecodeHDR(tex2D(tex, uv + d.zw)) * 2.0; s += DecodeHDR(tex2D(tex, uv)) * 4.0; s += DecodeHDR(tex2D(tex, uv + d.xw)) * 2.0; s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.wy)) * 2.0; s += DecodeHDR(tex2D(tex, uv + d.xy)); return s * (1.0 / 16.0); #endif } #endif // __BLOOM__