Files
matrix/js/bloomPass.js

128 lines
3.5 KiB
JavaScript

import {
loadText,
extractEntries,
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 uniforms = extractEntries(config, [
"bloomStrength",
"highPassThreshold"
]);
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: {
...uniforms,
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: {
...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) * ${levelStrengths[index]};`
)
.join("\n")}
gl_FragColor = total * bloomStrength;
}
`,
uniforms: {
...uniforms,
...Object.fromEntries(
vBlurPyramid.map((fbo, index) => [`pyr_${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]
);
};