2019-01-11 16:26:23 +11:00
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#include "params.inc"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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2019-07-23 06:08:52 +10:00
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom4;
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2019-01-11 16:26:23 +11:00
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#include "frag_funcs.inc"
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void main()
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{
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vec4 bloom = vec4(0.);
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2019-07-23 06:08:52 +10:00
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bloom.xyz = GaussBlur22(vTexCoord, SamplerBloom4, 16., 0., true).xyz * 2.5;
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bloom.w = GaussBlur22(vTexCoord, SamplerBloom4, 32 * global.fAnamFlareWideness, 0., false).w * 2.5; // to have anamflare texture (bloom.w) avoid vertical blur
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2019-01-11 16:26:23 +11:00
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FragColor = bloom;
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}
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