winter-tales/addons/compositor-lens-flare/streak.glsl

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2026-01-15 14:01:40 +00:00
#[compute]
#version 450
// Adapted from https://chrisoat.com/papers/Oat-ScenePostprocessing.pdf
// Invocations in the (x, y, z) dimension
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D light_image;
layout(rgba16f, set = 1, binding = 0) uniform image2D out_image;
// Our push constant
layout(push_constant, std430) uniform Params {
vec2 raster_size;
vec2 streak_direction;
int streak_samples;
float attenuation;
int iteration;
} params;
// The code we want to execute in each invocation
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
if (uv.x >= size.x || uv.y >= size.y) {
return;
}
vec4 new_color = vec4(0.0, 0.0, 0.0, 1.0); //imageLoad(light_image, uv);
float b = pow(params.streak_samples, params.iteration);
for (int sample_num = 0; sample_num < params.streak_samples; sample_num++) {
float weight = pow(params.attenuation, b * sample_num);
ivec2 texture_coordinates_here = uv + ivec2(params.streak_direction * b * sample_num);
new_color.rgb += clamp(weight, 0.0, 1.0) * imageLoad(light_image, texture_coordinates_here).rgb;
}
imageStore(out_image, uv, new_color);
}