Path: blob/main/crates/bevy_post_process/src/effect_stack/chromatic_aberration.wgsl
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// The chromatic aberration postprocessing effect.
//
// This makes edges of objects turn into multicolored streaks.
#define_import_path bevy_post_process::effect_stack::chromatic_aberration
// See `bevy_post_process::effect_stack::ChromaticAberration` for more
// information on these fields.
struct ChromaticAberrationSettings {
intensity: f32,
max_samples: u32,
unused_a: u32,
unused_b: u32,
}
// The source framebuffer texture.
@group(0) @binding(0) var source_texture: texture_2d<f32>;
// The sampler used to sample the source framebuffer texture.
@group(0) @binding(1) var source_sampler: sampler;
// The 1D lookup table for chromatic aberration.
@group(0) @binding(2) var chromatic_aberration_lut_texture: texture_2d<f32>;
// The sampler used to sample that lookup table.
@group(0) @binding(3) var chromatic_aberration_lut_sampler: sampler;
// The settings supplied by the developer.
@group(0) @binding(4) var<uniform> chromatic_aberration_settings: ChromaticAberrationSettings;
fn chromatic_aberration(start_pos: vec2<f32>) -> vec3<f32> {
// Radial chromatic aberration implemented using the *Inside* technique:
//
// <https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf>
let end_pos = mix(start_pos, vec2(0.5), chromatic_aberration_settings.intensity);
// Determine the number of samples. We aim for one sample per texel, unless
// that's higher than the developer-specified maximum number of samples, in
// which case we choose the maximum number of samples.
let texel_length = length((end_pos - start_pos) *
vec2<f32>(textureDimensions(source_texture)));
let sample_count = min(u32(ceil(texel_length)), chromatic_aberration_settings.max_samples);
var color: vec3<f32>;
if (sample_count > 1u) {
// The LUT texture is in clamp-to-edge mode, so we start at 0.5 texels
// from the sides so that we have a nice gradient over the entire LUT
// range.
let lut_u_offset = 0.5 / f32(textureDimensions(chromatic_aberration_lut_texture).x);
var sample_sum = vec3(0.0);
var modulate_sum = vec3(0.0);
// Start accumulating samples.
for (var sample_index = 0u; sample_index < sample_count; sample_index += 1u) {
let t = (f32(sample_index) + 0.5) / f32(sample_count);
// Sample the framebuffer.
let sample_uv = mix(start_pos, end_pos, t);
let sample = textureSampleLevel(
source_texture,
source_sampler,
sample_uv,
0.0,
).rgb;
// Sample the LUT.
let lut_u = mix(lut_u_offset, 1.0 - lut_u_offset, t);
let modulate = textureSampleLevel(
chromatic_aberration_lut_texture,
chromatic_aberration_lut_sampler,
vec2(lut_u, 0.5),
0.0,
).rgb;
// Modulate the sample by the LUT value.
sample_sum += sample * modulate;
modulate_sum += modulate;
}
color = sample_sum / modulate_sum;
} else {
// If there's only one sample, don't do anything. If we don't do this,
// then this shader will apply whatever tint is in the center of the LUT
// texture to such pixels, which is wrong.
color = textureSampleLevel(
source_texture,
source_sampler,
start_pos,
0.0,
).rgb;
}
return color;
}