import { loadText, makePassFBO, makePyramid, resizePyramid, makePass } from "./utils.js"; // The bloom pass is basically an added high-pass blur. const pyramidHeight = 5; const levelStrengths = Array(pyramidHeight) .fill() .map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5)) .reverse(); export default (regl, config, inputs) => { const enabled = config.bloomSize > 0 && config.bloomStrength > 0; if (!enabled) { return makePass({ primary: inputs.primary, bloom: makePassFBO(regl), }); } const { bloomStrength, highPassThreshold } = config; const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat); const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat); const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat); const output = makePassFBO(regl, config.useHalfFloat); const highPassFrag = loadText("../shaders/highPass.frag"); // The high pass restricts the blur to bright things in our input texture. const highPass = regl({ frag: regl.prop("frag"), uniforms: { highPassThreshold, tex: regl.prop("tex"), }, framebuffer: regl.prop("fbo"), }); // A 2D gaussian blur is just a 1D blur done horizontally, then done vertically. // The FBO pyramid's levels represent separate levels of detail; // by blurring them all, this 3x1 blur approximates a more complex gaussian. const blurFrag = loadText("../shaders/blur.frag"); const blur = regl({ frag: regl.prop("frag"), uniforms: { tex: regl.prop("tex"), direction: regl.prop("direction"), height: regl.context("viewportWidth"), width: regl.context("viewportHeight"), }, framebuffer: regl.prop("fbo"), }); // The pyramid of textures gets flattened onto the source texture. const flattenPyramid = regl({ frag: ` precision mediump float; varying vec2 vUV; ${vBlurPyramid.map((_, index) => `uniform sampler2D pyr_${index};`).join("\n")} uniform float bloomStrength; void main() { vec4 total = vec4(0.); ${vBlurPyramid.map((_, index) => `total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`).join("\n")} gl_FragColor = total * bloomStrength; } `, uniforms: { bloomStrength, ...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])), }, framebuffer: output, }); return makePass( { primary: inputs.primary, bloom: output, }, () => { for (let i = 0; i < pyramidHeight; i++) { const highPassFBO = highPassPyramid[i]; const hBlurFBO = hBlurPyramid[i]; const vBlurFBO = vBlurPyramid[i]; highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary }); blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] }); blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] }); } flattenPyramid(); }, (w, h) => { // The blur pyramids can be lower resolution than the screen. resizePyramid(highPassPyramid, w, h, config.bloomSize); resizePyramid(hBlurPyramid, w, h, config.bloomSize); resizePyramid(vBlurPyramid, w, h, config.bloomSize); output.resize(w, h); }, [highPassFrag.laoded, blurFrag.loaded] ); };