Added backdrop effects pipeline (blur)

This commit is contained in:
Zachary Levy
2026-04-28 22:12:25 -07:00
parent ff29dbd92f
commit 16989cbb71
29 changed files with 2931 additions and 415 deletions
@@ -0,0 +1,70 @@
#version 450 core
// Backdrop downsample fragment shader.
// Reads source_texture (full-resolution snapshot of pre-bracket framebuffer contents) and
// writes a downsampled copy at factor 1, 2, 4, 8, or 16. The output is the working texture
// (sized at full swapchain resolution); larger factors only fill a sub-rect of it via the
// CPU-set viewport. See backdrop.odin for the factor selection table (Flutter-style).
//
// Shader paths by factor:
//
// factor=1: identity copy. One bilinear tap aligned to the source pixel center. Useful
// when sigma is small enough that any downsample round-trip would visibly soften
// the output (Flutter does this for sigma_phys ≤ 4).
//
// factor=2: each output covers a 2×2 source block. Single bilinear tap at the shared
// corner reads all 4 source pixels with 0.25 weight.
//
// factor>=4: each output covers a (factor)×(factor) source block. We use 4 bilinear taps,
// each at the shared corner of a (factor/2)×(factor/2) sub-block. Each tap reads
// 4 source pixels uniformly; combined, the 4 taps sample 16 source pixels arranged
// uniformly across the block. This is an approximation of a true (factor)² box
// filter — exact at factor=4 (16 pixels = full coverage), undersampled at factor=8
// (16 pixels of 64) and factor=16 (16 of 256). Flutter uses a richer 13-tap COD-
// style downsample shader at high factors; we accept the simpler 4-tap pattern
// for now since the high-factor cases come with large kernels that mask any
// residual aliasing.
//
// The viewport+scissor are set by the CPU to limit output to the layer's work region in
// working-texture coords (work_region_phys / factor), clamped to the texture bounds.
layout(set = 3, binding = 0) uniform Uniforms {
vec2 inv_source_size; // 1.0 / source_texture pixel dimensions
uint downsample_factor; // 1, 2, 4, 8, or 16
uint _pad0;
};
layout(set = 2, binding = 0) uniform sampler2D source_tex;
layout(location = 0) out vec4 out_color;
void main() {
// Output pixel index (i): gl_FragCoord.xy - 0.5. Source-pixel block top-left for this
// output: i * factor. Center of the block: i*factor + factor/2 = gl_FragCoord.xy * factor.
vec2 src_block_center = gl_FragCoord.xy * float(downsample_factor);
if (downsample_factor == 1u) {
// Identity copy. UV at src_block_center hits the source pixel center directly.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else if (downsample_factor == 2u) {
// Single tap at the shared corner of the 2×2 source block; one bilinear sample reads
// all 4 source pixels with equal 0.25 weights — uniform 2×2 box filter for free.
vec2 uv = src_block_center * inv_source_size;
out_color = texture(source_tex, uv);
} else {
// Four taps at offsets ±(factor/4) from the block center. Each tap lands on a corner
// shared by 4 source pixels of a (factor/2)×(factor/2) sub-block (equivalent at the
// bilinear level), giving a 4-tap = 16-source-pixel uniform sample of the block.
float off = float(downsample_factor) * 0.25;
vec2 uv_tl = (src_block_center + vec2(-off, -off)) * inv_source_size;
vec2 uv_tr = (src_block_center + vec2( off, -off)) * inv_source_size;
vec2 uv_bl = (src_block_center + vec2(-off, off)) * inv_source_size;
vec2 uv_br = (src_block_center + vec2( off, off)) * inv_source_size;
vec4 c = texture(source_tex, uv_tl)
+ texture(source_tex, uv_tr)
+ texture(source_tex, uv_bl)
+ texture(source_tex, uv_br);
out_color = c * 0.25;
}
}