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Add an effect for the final display stage of the Rembrandt renderer

This commit is contained in:
Frederic Bouvier 2012-03-25 18:51:41 +02:00
parent 874c1223fb
commit 4334e98e1d
3 changed files with 119 additions and 0 deletions

75
Effects/display.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/display</name>
<parameters>
<exposure type="float"><use>/sim/rendering/exposure</use></exposure>
<show-buffers type="bool"><use>/sim/rendering/show-buffers</use></show-buffers>
</parameters>
<technique n="11">
<pass>
<render-bin>
<bin-number>99999</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>lighting-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/display.vert</vertex-shader>
<fragment-shader>Shaders/display.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>specular_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>lighting_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>exposure</name>
<type>float</type>
<value type="float"><use>exposure</use></value>
</uniform>
<uniform>
<name>showBuffers</name>
<type>bool</type>
<value type="bool"><use>show-buffers</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

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Shaders/display.frag Normal file
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uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D specular_tex;
uniform sampler2D lighting_tex;
//uniform sampler2D bloom_tex;
//uniform sampler2D ao_tex;
uniform float exposure;
uniform bool showBuffers;
vec3 HDR(vec3 L) {
L = L * exposure;
L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
return L;
}
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 color;
if (showBuffers) {
if (coords.x < 0.2 && coords.y < 0.2) {
color = texture2D( normal_tex, coords * 5.0 );
} else if (coords.x >= 0.8 && coords.y >= 0.8) {
color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
} else if (coords.x >= 0.8 && coords.y < 0.2) {
color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
// } else if (coords.x < 0.2 && coords.y >= 0.8) {
// color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
} else {
color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
//color = vec4( HDR( color.rgb ), 1.0 );
}
gl_FragColor = color;
}

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Shaders/display.vert Normal file
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void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}