winter-tales/addons/compositor-lens-flare/post_process_shader.gd

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2026-01-15 14:01:40 +00:00
@tool
extends CompositorEffect
class_name PostProcessShader
# Lens flare effect based on https://john-chapman-graphics.blogspot.com/2013/02/pseudo-lens-flare.html
# References used for CompositorEffect structure:
# - https://github.com/pink-arcana/godot-distance-field-outlines
# - https://github.com/BastiaanOlij/RERadialSunRays
var context := "LENS_FLARE"
var downsample_shader_file = load("res://addons/compositor-lens-flare/downsample.glsl")
var lens_shader_file = load("res://addons/compositor-lens-flare/lens.glsl")
var blur_shader_file = load("res://addons/compositor-lens-flare/gaussian_blur.glsl")
var overlay_shader_file = load("res://addons/compositor-lens-flare/overlay.glsl")
var streak_shader_file = load("res://addons/compositor-lens-flare/streak.glsl")
@export_tool_button("Reload", "Callable") var reload_action = reload
@export_group("Downsample", "downsample_")
@export_range(0.0, 5.0) var downsample_scale := 0.2
@export_range(0.0, 5.0) var downsample_bias := 0.6
@export_range(0.0, 1.0) var downsample_desaturation := 0.5
@export_group("Glare", "glare_")
@export_range(0, 12) var glare_streak_count := 6
@export_range(0.8, 1.0) var glare_attenuation: float = 0.975
@export_range(1, 12) var glare_samples: int = 4
@export_group("Lens Flare", "flare_")
@export var flare_color_ramp: Texture2D
@export_range(1, 16) var flare_ghost_count := 8
@export_range(0.0, 2.0) var flare_ghost_dispersal := 0.25
@export_range(0.0, 10.0) var flare_chromatic_abberation_scale := 7.0
@export_range(0.0, 1.0) var flare_halo_width := 0.4
@export_range(1.0, 10.0) var flare_halo_weight_power := 5.0
@export_group("Guassian Blur", "gaussian_blur_")
@export_range(5.0, 50.0) var gaussian_blur_size: float = 16.0
@export_group("Overlay", "overlay_")
@export var overlay_dirt_texture: Texture2D
@export var overlay_white_texture: Texture2D
@export_range(0.0, 1.0) var overlay_dirt_texture_power := 0.6
var downsample_shader: RID
var downsample_pipeline: RID
var lens_shader: RID
var lens_pipeline: RID
var blur_shader: RID
var blur_pipeline: RID
var overlay_shader: RID
var overlay_pipeline: RID
var streak_shader: RID
var streak_pipeline: RID
var rd: RenderingDevice
var mutex: Mutex = Mutex.new()
var shader_is_dirty: bool = true
var clamp_linear_texture_sampler: RID
# Called when this resource is constructed.
func _init():
effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT
RenderingServer.call_on_render_thread(_initialize_compute)
# System notifications, we want to react on the notification that
# alerts us we are about to be destroyed.
func _notification(what):
if what == NOTIFICATION_PREDELETE:
cleanup()
func cleanup():
if lens_shader.is_valid():
rd.free_rid(lens_shader)
if downsample_shader.is_valid():
rd.free_rid(downsample_shader)
if blur_shader.is_valid():
rd.free_rid(blur_shader)
if overlay_shader.is_valid():
rd.free_rid(overlay_shader)
if streak_shader.is_valid():
rd.free_rid(streak_shader)
func reload():
cleanup()
RenderingServer.call_on_render_thread(_initialize_compute)
func _initialize_compute():
rd = RenderingServer.get_rendering_device()
# Create samplers
clamp_linear_texture_sampler = create_texture_sampler()
# Compile all shaders and create pipelines
var lens_shader_spirv: RDShaderSPIRV = lens_shader_file.get_spirv()
if lens_shader_spirv.compile_error_compute != "":
push_error(lens_shader_spirv.compile_error_compute)
return false
lens_shader = rd.shader_create_from_spirv(lens_shader_spirv)
if not lens_shader.is_valid():
return false
lens_pipeline = rd.compute_pipeline_create(lens_shader)
var downsample_shader_spirv: RDShaderSPIRV = downsample_shader_file.get_spirv()
if downsample_shader_spirv.compile_error_compute != "":
push_error(downsample_shader_spirv.compile_error_compute)
return false
downsample_shader = rd.shader_create_from_spirv(downsample_shader_spirv)
if not downsample_shader.is_valid():
return false
downsample_pipeline = rd.compute_pipeline_create(downsample_shader)
var blur_shader_spirv: RDShaderSPIRV = blur_shader_file.get_spirv()
if blur_shader_spirv.compile_error_compute != "":
push_error(blur_shader_spirv.compile_error_compute)
return false
blur_shader = rd.shader_create_from_spirv(blur_shader_spirv)
if not blur_shader.is_valid():
return false
blur_pipeline = rd.compute_pipeline_create(blur_shader)
var overlay_shader_spirv: RDShaderSPIRV = overlay_shader_file.get_spirv()
if overlay_shader_spirv.compile_error_compute != "":
push_error(overlay_shader_spirv.compile_error_compute)
return false
overlay_shader = rd.shader_create_from_spirv(overlay_shader_spirv)
if not overlay_shader.is_valid():
return false
overlay_pipeline = rd.compute_pipeline_create(overlay_shader)
var streak_shader_spirv: RDShaderSPIRV = streak_shader_file.get_spirv()
if streak_shader_spirv.compile_error_compute != "":
push_error(streak_shader_spirv.compile_error_compute)
return false
streak_shader = rd.shader_create_from_spirv(streak_shader_spirv)
if not streak_shader.is_valid():
return false
streak_pipeline = rd.compute_pipeline_create(streak_shader)
func compile_shader(shader_file, shader, pipeline):
var shader_spirv: RDShaderSPIRV = shader_file.get_spirv()
if shader_spirv.compile_error_compute != "":
push_error(shader_spirv.compile_error_compute)
return false
shader = rd.shader_create_from_spirv(shader_spirv)
if not shader.is_valid():
return false
pipeline = rd.compute_pipeline_create(shader)
return pipeline.is_valid()
func validate_pipelines():
return lens_pipeline.is_valid() and downsample_pipeline.is_valid() \
and blur_pipeline.is_valid() and streak_pipeline.is_valid() \
and overlay_pipeline.is_valid()
func get_image_uniform(image : RID, binding : int = 0) -> RDUniform:
var uniform : RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = binding
uniform.add_id(image)
return uniform
func create_texture_sampler():
var sampler_state = RDSamplerState.new()
sampler_state.repeat_u = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
sampler_state.repeat_v = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
sampler_state.repeat_w = RenderingDevice.SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
sampler_state.mip_filter = RenderingDevice.SAMPLER_FILTER_LINEAR
return rd.sampler_create(sampler_state)
func get_texture_uniform(texture: Texture, binding : int = 0) -> RDUniform:
var uniform : RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
uniform.binding = binding
uniform.add_id(clamp_linear_texture_sampler)
uniform.add_id(RenderingServer.texture_get_rd_texture(texture.get_rid(), true))
return uniform
# Called by the rendering thread every frame.
func _render_callback(p_effect_callback_type, p_render_data):
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT \
and validate_pipelines():
# Get our render scene buffers object, this gives us access to our render buffers.
# Note that implementation differs per renderer hence the need for the cast.
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
if render_scene_buffers:
# Get our render size, this is the 3D render resolution!
var size = render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
return
# Compute shader groups
var x_groups = (size.x - 1) / 8 + 1
var y_groups = (size.y - 1) / 8 + 1
var z_groups = 1
# Loop through views just in case we're doing stereo rendering.
# No extra cost if this is mono.
var view_count = render_scene_buffers.get_view_count()
for view in range(view_count):
# Get the RID for our color image, we will be reading from and writing to it.
var input_image = render_scene_buffers.get_color_layer(view)
var usage_bits := RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT \
| RenderingDevice.TEXTURE_USAGE_STORAGE_BIT
# Create textures (or get from cache if already created)
render_scene_buffers.create_texture(
context,
"Downsampled",
RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT,
usage_bits,
RenderingDevice.TEXTURE_SAMPLES_1,
size, 1, 1, true, false)
render_scene_buffers.create_texture(
context,
"BlurLeft",
RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT,
usage_bits,
RenderingDevice.TEXTURE_SAMPLES_1,
size, 1, 1, true, false)
render_scene_buffers.create_texture(
context,
"BlurRight",
RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT,
usage_bits,
RenderingDevice.TEXTURE_SAMPLES_1,
size, 1, 1, true, false)
render_scene_buffers.create_texture(
context,
"Ping",
RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT,
usage_bits,
RenderingDevice.TEXTURE_SAMPLES_1,
size, 1, 1, true, false)
render_scene_buffers.create_texture(
context,
"Pong",
RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT,
usage_bits,
RenderingDevice.TEXTURE_SAMPLES_1,
size, 1, 1, true, false)
var color_uniform: RDUniform = RDUniform.new()
color_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
color_uniform.binding = 0
color_uniform.add_id(input_image)
var downsampled_uniform = get_image_uniform(render_scene_buffers.get_texture(context, "Downsampled"))
var ping_uniform = get_image_uniform(render_scene_buffers.get_texture(context, "Ping"))
var pong_uniform = get_image_uniform(render_scene_buffers.get_texture(context, "Pong"))
var blur_left_uniform = get_image_uniform(render_scene_buffers.get_texture(context, "BlurLeft"))
var blur_right_uniform = get_image_uniform(render_scene_buffers.get_texture(context, "BlurRight"))
# Setup done
# Step 1: Downsample
# Extracts only bright bits from texture, making the rest black
var downsample_uniform_set_1 := UniformSetCacheRD.get_cache(lens_shader, 0, [ color_uniform ])
var downsample_uniform_set_2 := UniformSetCacheRD.get_cache(lens_shader, 1, [ downsampled_uniform ])
var downsample_push_constant := PackedByteArray()
downsample_push_constant.resize(32)
downsample_push_constant.encode_float(0, size.x)
downsample_push_constant.encode_float(4, size.y)
downsample_push_constant.encode_float(8, downsample_scale)
downsample_push_constant.encode_float(12, downsample_bias)
downsample_push_constant.encode_float(16, downsample_desaturation)
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, downsample_pipeline)
rd.compute_list_bind_uniform_set(compute_list, downsample_uniform_set_1, 0)
rd.compute_list_bind_uniform_set(compute_list, downsample_uniform_set_2, 1)
rd.compute_list_set_push_constant(compute_list, downsample_push_constant, downsample_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Step 2: Light streak
# Blurs the texture into any number of directions and overlays the result onto the
# color buffer
for angle_i in range(glare_streak_count): # hexagonal streaks
var angle_here = ((PI * 2.0) / glare_streak_count) * angle_i
var direction = Vector2(1.0, 0.0).rotated(angle_here)
# We have a lot of code duplication here instead of looping because we need to
# ping-pong the "from" and "to" textures:
# downsampled -> ping -> pong -> ping -> pong -> color
# TODO: could probably be cleaned up with a lambda
var streak_uniform_set
var streak_uniform_set2
# Iteration 1
var streak_push_constant: PackedByteArray = PackedByteArray()
streak_push_constant.resize(32)
streak_push_constant.encode_float(0, size.x)
streak_push_constant.encode_float(4, size.y)
streak_push_constant.encode_float(8, direction.x * 1.0) # Direction
streak_push_constant.encode_float(12, direction.y * 1.0)
streak_push_constant.encode_s32(16, glare_samples) # Samples
streak_push_constant.encode_float(20, glare_attenuation) # Attenuation
streak_push_constant.encode_s32(24, 0) # Iteration
streak_uniform_set = UniformSetCacheRD.get_cache(streak_shader, 0, [downsampled_uniform])
streak_uniform_set2 = UniformSetCacheRD.get_cache(streak_shader, 1, [ping_uniform])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, streak_pipeline)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set2, 1)
rd.compute_list_set_push_constant(compute_list, streak_push_constant, streak_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Iteration 2
streak_push_constant = PackedByteArray()
streak_push_constant.resize(32)
streak_push_constant.encode_float(0, size.x)
streak_push_constant.encode_float(4, size.y)
streak_push_constant.encode_float(8, direction.x * 1.0) # Direction
streak_push_constant.encode_float(12, direction.y * 1.0)
streak_push_constant.encode_s32(16, glare_samples) # Samples
streak_push_constant.encode_float(20, glare_attenuation) # Attenuation
streak_push_constant.encode_s32(24, 1) # Iteration
streak_uniform_set = UniformSetCacheRD.get_cache(streak_shader, 0, [ping_uniform])
streak_uniform_set2 = UniformSetCacheRD.get_cache(streak_shader, 1, [pong_uniform])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, streak_pipeline)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set2, 1)
rd.compute_list_set_push_constant(compute_list, streak_push_constant, streak_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Iteration 3
streak_push_constant = PackedByteArray()
streak_push_constant.resize(32)
streak_push_constant.encode_float(0, size.x)
streak_push_constant.encode_float(4, size.y)
streak_push_constant.encode_float(8, direction.x * 1.0) # Direction
streak_push_constant.encode_float(12, direction.y * 1.0)
streak_push_constant.encode_s32(16, glare_samples) # Samples
streak_push_constant.encode_float(20, glare_attenuation) # Attenuation
streak_push_constant.encode_s32(24, 2) # Iteration
streak_uniform_set = UniformSetCacheRD.get_cache(streak_shader, 0, [pong_uniform])
streak_uniform_set2 = UniformSetCacheRD.get_cache(streak_shader, 1, [ping_uniform])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, streak_pipeline)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set2, 1)
rd.compute_list_set_push_constant(compute_list, streak_push_constant, streak_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Iteration 4
streak_push_constant = PackedByteArray()
streak_push_constant.resize(32)
streak_push_constant.encode_float(0, size.x)
streak_push_constant.encode_float(4, size.y)
streak_push_constant.encode_float(8, direction.x * 1.0) # Direction
streak_push_constant.encode_float(12, direction.y * 1.0)
streak_push_constant.encode_s32(16, glare_samples) # Samples
streak_push_constant.encode_float(20, glare_attenuation) # Attenuation
streak_push_constant.encode_s32(24, 3) # Iteration
streak_uniform_set = UniformSetCacheRD.get_cache(streak_shader, 0, [ping_uniform])
streak_uniform_set2 = UniformSetCacheRD.get_cache(streak_shader, 1, [pong_uniform])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, streak_pipeline)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, streak_uniform_set2, 1)
rd.compute_list_set_push_constant(compute_list, streak_push_constant, streak_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Blur onto color
var overlay_uniform = get_texture_uniform(overlay_white_texture)
var overlay_uniform_set_1 = UniformSetCacheRD.get_cache(overlay_shader, 0, [ pong_uniform ])
var overlay_uniform_set_2 = UniformSetCacheRD.get_cache(overlay_shader, 1, [ color_uniform ])
var overlay_uniform_set_3 = UniformSetCacheRD.get_cache(overlay_shader, 2, [ overlay_uniform ])
var overlay_push_constant: PackedFloat32Array = PackedFloat32Array()
overlay_push_constant.push_back(size.x)
overlay_push_constant.push_back(size.y)
overlay_push_constant.push_back(0.0) # Padding
overlay_push_constant.push_back(0.0)
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, overlay_pipeline)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_1, 0)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_2, 1)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_3, 2)
rd.compute_list_set_push_constant(compute_list, overlay_push_constant.to_byte_array(), overlay_push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
rd.compute_list_end()
# Step 3: Lens Flare
# Create ghosts and halos from the downsampled image
# (Note: the light streak result is not used in the lens flare processing)
var color_ramp_uniform = get_texture_uniform(flare_color_ramp)
var lens_flare_uniform_set_1 = UniformSetCacheRD.get_cache(lens_shader, 0, [ downsampled_uniform ])
var lens_flare_uniform_set_2 = UniformSetCacheRD.get_cache(lens_shader, 1, [pong_uniform])
var lens_flare_uniform_set_3 = UniformSetCacheRD.get_cache(lens_shader, 2, [color_ramp_uniform])
var lens_flare_push_constant := PackedByteArray()
lens_flare_push_constant.resize(32)
lens_flare_push_constant.encode_float(0, size.x)
lens_flare_push_constant.encode_float(4, size.y)
lens_flare_push_constant.encode_s32(8, flare_ghost_count)
lens_flare_push_constant.encode_float(12, flare_ghost_dispersal)
lens_flare_push_constant.encode_float(16, flare_chromatic_abberation_scale)
lens_flare_push_constant.encode_float(20, flare_halo_width)
lens_flare_push_constant.encode_float(24, flare_halo_weight_power)
# Run lens flare
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, lens_pipeline)
rd.compute_list_bind_uniform_set(compute_list, lens_flare_uniform_set_1, 0)
rd.compute_list_bind_uniform_set(compute_list, lens_flare_uniform_set_2, 1)
rd.compute_list_bind_uniform_set(compute_list, lens_flare_uniform_set_3, 2)
rd.compute_list_set_push_constant(compute_list, lens_flare_push_constant, lens_flare_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()
# Step 4: Blur
# Horizontal, then vertical blur of the lens flare result to make the ghosts less
# sharp
# Horizontal pass
var blur_push_constant: PackedFloat32Array = PackedFloat32Array()
blur_push_constant.push_back(size.x)
blur_push_constant.push_back(size.y)
blur_push_constant.push_back(gaussian_blur_size)
blur_push_constant.push_back(0.0)
var blur_color_uniform_set = UniformSetCacheRD.get_cache(blur_shader, 0, [ pong_uniform ])
var blur_texture_uniform_set = UniformSetCacheRD.get_cache(blur_shader, 1, [ ping_uniform ])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, blur_pipeline)
rd.compute_list_bind_uniform_set(compute_list, blur_color_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, blur_texture_uniform_set, 1)
rd.compute_list_set_push_constant(compute_list, blur_push_constant.to_byte_array(), blur_push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
rd.compute_list_end()
rd.draw_command_end_label()
# Vertical pass (using the horizontal result)
blur_push_constant = PackedFloat32Array()
blur_push_constant.push_back(size.x)
blur_push_constant.push_back(size.y)
blur_push_constant.push_back(0.0)
blur_push_constant.push_back(gaussian_blur_size)
blur_color_uniform_set = UniformSetCacheRD.get_cache(blur_shader, 0, [ ping_uniform ])
blur_texture_uniform_set = UniformSetCacheRD.get_cache(blur_shader, 1, [ pong_uniform ])
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, blur_pipeline)
rd.compute_list_bind_uniform_set(compute_list, blur_color_uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, blur_texture_uniform_set, 1)
rd.compute_list_set_push_constant(compute_list, blur_push_constant.to_byte_array(), blur_push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
rd.compute_list_end()
# Step 5: Overlay
# Blend the blurred lens flares onto the color buffer (which already includes the
# light streaks created in step 2)
var overlay_uniform_set_1 = UniformSetCacheRD.get_cache(overlay_shader, 0, [ pong_uniform ])
var overlay_uniform_set_2 = UniformSetCacheRD.get_cache(overlay_shader, 1, [ color_uniform ])
var dirt_uniform = get_texture_uniform(overlay_dirt_texture)
var overlay_uniform_set_3 = UniformSetCacheRD.get_cache(overlay_shader, 2, [ dirt_uniform ])
var overlay_push_constant = PackedByteArray()
overlay_push_constant.resize(16)
overlay_push_constant.encode_float(0, size.x)
overlay_push_constant.encode_float(4, size.y)
overlay_push_constant.encode_float(8, 0.0) # Padding
overlay_push_constant.encode_float(12, overlay_dirt_texture_power)
compute_list = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, overlay_pipeline)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_1, 0)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_2, 1)
rd.compute_list_bind_uniform_set(compute_list, overlay_uniform_set_3, 2)
rd.compute_list_set_push_constant(compute_list, overlay_push_constant, overlay_push_constant.size())
rd.compute_list_dispatch(compute_list, x_groups, y_groups, 1)
rd.compute_list_end()