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WebGLでブルーム効果
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(function(global) { | |
'use strict'; | |
var fullScreenVS = | |
"attribute vec2 position;" + | |
"varying vec2 uv;" + | |
"void main(){" + | |
"uv=position.xy*0.5+0.5;" + | |
"gl_Position=vec4(position.xy,0.0,1.0);}"; | |
var downFilterFS = | |
"precision mediump float;" + | |
"varying vec2 uv;" + | |
"uniform sampler2D tex;" + | |
"uniform vec2 offset;" + | |
"void main(){" + | |
"vec4 color=texture2D(tex,uv+vec2(offset));" + | |
"color+=texture2D(tex,uv+vec2(offset.x,-offset.y));" + | |
"color+=texture2D(tex,uv+vec2(-offset.x,offset.y));" + | |
"color+=texture2D(tex,uv+vec2(-offset));" + | |
"color*=0.25;" + | |
"float l=dot(color.rgb,vec3(0.2126,0.7152,0.0722));" + | |
"gl_FragColor=vec4(color.rgb*(l-0.25),1.0);}"; | |
var blurFS = | |
"precision mediump float;" + | |
"varying vec2 uv;" + | |
"uniform sampler2D tex;" + | |
"uniform vec2 offset;" + | |
"void main(){" + | |
"vec2 s=uv-offset*5.0;" + | |
"vec4 c=texture2D(tex,s);" + | |
"c+=texture2D(tex,s+=offset);" + | |
"c+=texture2D(tex,s+=offset)*2.0;" + | |
"c+=texture2D(tex,s+=offset)*2.0;" + | |
"c+=texture2D(tex,s+=offset)*3.0;" + | |
"c+=texture2D(tex,s+=offset)*3.0;" + | |
"c+=texture2D(tex,s+=offset)*2.0;" + | |
"c+=texture2D(tex,s+=offset)*2.0;" + | |
"c+=texture2D(tex,s+=offset);" + | |
"c+=texture2D(tex,s+=offset);" + | |
"gl_FragColor=c/21.0;}"; | |
var combineFS = | |
"precision mediump float;" + | |
"varying vec2 uv;" + | |
"uniform sampler2D original;" + | |
"uniform sampler2D blurred;" + | |
"uniform float glow;" + | |
"void main(){" + | |
"vec4 c=1.0 * texture2D(original, uv)+glow*texture2D(blurred,uv);" + | |
"gl_FragColor = c;}"; | |
var gl, | |
buffer = new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]); | |
function createTexture(gl, width, height) { | |
var texture = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, texture); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
return texture; | |
} | |
function createFBO(gl, width, height) { | |
var frameBuffer = gl.createFramebuffer(); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer); | |
// color | |
var texture = createTexture(gl, width, height); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); | |
gl.bindTexture(gl.TEXTURE_2D, null); | |
// depth | |
var renderBuffer = gl.createRenderbuffer(); | |
gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer); | |
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); | |
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderBuffer); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
return { | |
fbo: frameBuffer, | |
tex: texture, | |
width: width, | |
height: height | |
}; | |
} | |
function getShader(src, kind) { | |
var s = gl.createShader(kind); | |
gl.shaderSource(s, src); | |
gl.compileShader(s); | |
return s; | |
} | |
function createShader(fs, vs) { | |
var p = gl.createProgram(); | |
gl.attachShader(p, getShader(vs, gl.VERTEX_SHADER)); | |
gl.attachShader(p, getShader(fs, gl.FRAGMENT_SHADER)); | |
gl.linkProgram(p); | |
return p; | |
} | |
function Bloom(context) { | |
gl = context; | |
this.width = gl.drawingBufferWidth; | |
this.height = gl.drawingBufferHeight; | |
this.quad = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad); | |
gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW); | |
gl.bindBuffer(gl.ARRAY_BUFFER, null); | |
this.screen = createTexture(gl, this.width, this.height); | |
this.down = createFBO(gl, this.width / 4, this.height / 4); | |
this.blur = createFBO(gl, this.width / 4, this.height / 4); | |
var program = []; | |
program.push(createShader(downFilterFS, fullScreenVS)); | |
program.push(createShader(blurFS, fullScreenVS)); | |
program.push(createShader(combineFS, fullScreenVS)); | |
this.program = program; | |
var location = []; | |
location.push(gl.getUniformLocation(program[0], 'offset')); | |
location.push(gl.getUniformLocation(program[0], 'tex')); | |
location.push(gl.getUniformLocation(program[1], 'offset')); | |
location.push(gl.getUniformLocation(program[1], 'tex')); | |
location.push(gl.getUniformLocation(program[2], 'original')); | |
location.push(gl.getUniformLocation(program[2], 'blurred')); | |
location.push(gl.getUniformLocation(program[2], 'glow')); | |
this.location = location; | |
} | |
Bloom.prototype.draw = function(g) { | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad); | |
gl.enableVertexAttribArray(0); | |
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); | |
gl.disable(gl.CULL_FACE); | |
gl.disable(gl.DEPTH_TEST); | |
// テクスチャにコピー | |
gl.bindTexture(gl.TEXTURE_2D, this.screen); | |
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.width, this.height, 0); | |
// バッファを縮小 | |
gl.bindFramebuffer(gl.FRAMEBUFFER, this.down.fbo); | |
gl.viewport(0, 0, this.width / 4, this.height / 4); | |
gl.useProgram(this.program[0]); | |
gl.uniform2f(this.location[0], 1 / this.width, 1 / this.height); | |
gl.uniform1i(this.location[1], 0); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, this.screen); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
// ガウスぼかし | |
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blur.fbo); | |
gl.bindTexture(gl.TEXTURE_2D, this.down.tex); | |
gl.useProgram(this.program[1]); | |
gl.uniform2f(this.location[2], 4 / this.width, 0); | |
gl.uniform1i(this.location[3], 0); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, this.down.fbo); | |
gl.bindTexture(gl.TEXTURE_2D, this.blur.tex); | |
gl.uniform2f(this.location[2], 0, 4 / this.height); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
// 合成 | |
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
gl.viewport(0, 0, this.width, this.height); | |
gl.useProgram(this.program[2]); | |
gl.activeTexture(gl.TEXTURE0); | |
gl.bindTexture(gl.TEXTURE_2D, this.screen); | |
gl.activeTexture(gl.TEXTURE1); | |
gl.bindTexture(gl.TEXTURE_2D, this.down.tex); | |
gl.uniform1i(this.location[4], 0); | |
gl.uniform1i(this.location[5], 1); | |
gl.uniform1f(this.location[6], g); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
gl.useProgram(null); | |
gl.enable(gl.CULL_FACE); | |
gl.enable(gl.DEPTH_TEST); | |
}; | |
global.Bloom = Bloom; | |
})(this); |
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