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@neutrinoparticles/bloom-v1.1

v1.0.0

Published

Version-agnostic NeutrinoParticles HDR-glow bloom pipeline for the PIXI runtimes (shared shaders + orchestration)

Readme

@neutrinoparticles/bloom-v1.1

Version-agnostic core of the NeutrinoParticles HDR-glow bloom add-on for PIXI (JS export format v1.1). It carries the raw-WebGL2 bloom pipeline (RawBloom) — shader programs, mip-pyramid sizing, and the FBO/quad passes, a port of the editor's BloomNeutrino — with no PIXI-version-specific code.

You probably don't install this directly

Use the runtime package matching your PIXI major; each depends on this core:

Requirements

WebGL2 only. Bloom renders into float (RGBA16F) targets so colour > 1 survives; that needs a WebGL2 context with a renderable float colour buffer (EXT_color_buffer_float or EXT_color_buffer_half_float). On WebGL1 the constructor throws a clear error.

Algorithm

A faithful port of the editor's live-preview bloom (libs/gl/postprocess/BloomNeutrino.cpp

  • the NeutrinoPrefilter/NeutrinoPresent shaders). It reuses the fast dual-Kawase pyramid but is scene-preserving: only HDR content above luminance 1.0 glows; the scene ≤ 1 passes through untouched.
  1. Prefilter at half-res: soft knee over Rec.709 luminance 1.0 — weight = max(lum-1,0)/max(lum,ε), so luminance ≤ 1 yields zero (no glow) and brighter HDR content glows more, smoothly (no hard step).
  2. Downsample ×3 down a 4-level pyramid: 4-tap box.
  3. Upsample ×3 back to half-res: dual-Kawase 8-tap.
  4. Present (3 steps): copy the scene as-is into a full-res HDR composite, additively blend the half-res bloom over it (intensity default 1.0), then run the hue-preserving
    • white-core present curve to the destination. For max-channel ≤ 1 the present is exact identity; above 1 the colour is normalized (hue preserved, no ring) and the hottest core desaturates to white.

All intermediate targets are RGBA16F, so particle colours above 1.0 (the runtime's HDR output) bloom with true energy rather than a clamped LDR glow.

Why raw WebGL2

The PIXI Filter API sizes a filter's output to its input frame, so it cannot express a multi-resolution mip pyramid (upsample writes a larger target from a smaller source). RawBloom owns its own FBOs/textures and drives explicit per-level viewports, exactly like the C++ reference. The per-version adapter packages supply the WebGL2RenderingContext, the scene texture handle, and the PIXI GL-state save/restore that lets the raw passes coexist with normal PIXI rendering.

API

new RawBloom(gl: WebGL2RenderingContext, { intensity, iterations, flipPresentY })

| Method | Description | |---|---| | resize(width, height) | (Re)allocate the pyramid + full-res composite for the scene size. No-op when unchanged. | | processBloom(sceneTexture) | Prefilter → downsample → upsample from the scene texture into the pyramid. | | renderResult(sceneTexture, destFbo, width, height) | Composite scene + bloom into a full-res HDR target, then present (hue-preserving + white core) to destFbo (null = screen). | | dispose() | Delete all owned GL objects. |

RawBloomOptions: intensity (additive glow strength, default 1.0), iterations (blur-pyramid depth, default 3, range 1..6) and flipPresentY (flip the present pass when the destination is a bottom-left screen framebuffer).

iterations — how far the glow spreads

The glow's radius is set by the depth of the blur pyramid, not by how bright the content is: the blur kernels' offsets scale with each pyramid level's size, and the present normalizes by the max channel, so a brighter core saturates (denser, whiter) rather than spreading wider. Raise iterations for a wide, soft halo; lower it for a tight glow. Each extra iteration roughly doubles the reach.

This mirrors the editor's Bloom iterations preview setting (Project Settings → Preview, NeutrinoParticles engine), so a value you tune in the editor transfers here unchanged. The default 3 is what the runtime used before the option existed.

Cost scales with depth, but cheaply — each level is a quarter of the previous one's pixels. On a small canvas the depth is capped to what fits: levels below 4 px are not built, since a 1 px level is a single averaged colour smeared over the frame.

Documentation

Full documentation at neutrinoparticles.com.

License

Copyright (c) Yurii Miroshnyk. All rights reserved.