slang-shaders/reshade/shaders/bloom/BloomPass0.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.);
vec4 tempbloom = vec4(0.);
vec2 bloomuv = vec2(0.);
const vec2 offset[4] = {
vec2(1.0, 1.0),
vec2(1.0, 1.0),
vec2(-1.0, 1.0),
vec2(-1.0, -1.0)
};
for (int i = 0; i < 4; i++)
{
bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 2.;
bloomuv += vTexCoord.xy;
tempbloom = textureLod(Source, vec2(bloomuv.xy), 0.);
tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold);
tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold));
bloom += tempbloom;
}
bloom *= 0.25;
FragColor = bloom;
}