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Rearranging the shaders and scripts to hopefully make the project easier to work on
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104
js/bloomPass.js
104
js/bloomPass.js
@@ -1,104 +0,0 @@
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import { loadText, makePassFBO, makePyramid, resizePyramid, makePass } from "./utils.js";
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// The bloom pass is basically an added high-pass blur.
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// The blur approximation is the sum of a pyramid of downscaled textures.
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const pyramidHeight = 5;
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const levelStrengths = Array(pyramidHeight)
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.fill()
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.map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5))
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.reverse();
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export default (regl, config, inputs) => {
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const { bloomStrength, bloomSize, highPassThreshold } = config;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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return makePass({
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primary: inputs.primary,
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bloom: makePassFBO(regl),
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});
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}
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// Build three pyramids of FBOs, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/highPass.frag.glsl");
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const highPass = regl({
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frag: regl.prop("frag"),
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uniforms: {
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highPassThreshold,
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tex: regl.prop("tex"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blurFrag = loadText("shaders/blur.frag.glsl");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const sumPyramid = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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${vBlurPyramid.map((_, index) => `uniform sampler2D pyr_${index};`).join("\n")}
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uniform float bloomStrength;
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void main() {
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vec4 total = vec4(0.);
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${vBlurPyramid.map((_, index) => `total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`).join("\n")}
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gl_FragColor = total * bloomStrength;
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}
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`,
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uniforms: {
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bloomStrength,
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...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
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},
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framebuffer: output,
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});
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return makePass(
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{
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primary: inputs.primary,
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bloom: output,
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},
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() => {
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
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blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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}
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sumPyramid();
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},
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, bloomSize);
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resizePyramid(hBlurPyramid, w, h, bloomSize);
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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[highPassFrag.loaded, blurFrag.loaded]
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);
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};
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