2016-07-21 12:01:53 +10:00
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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2016-07-27 03:00:03 +10:00
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vec4 CRTPassSize;
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2016-07-21 12:01:53 +10:00
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} global;
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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 = 1) uniform sampler2D Source;
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2016-07-27 03:00:03 +10:00
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layout(set = 0, binding = 2) uniform sampler2D CRTPass;
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2016-07-21 12:01:53 +10:00
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// For debugging
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#define BLOOM_ONLY 0
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#define BLOOM_STRENGTH 0.45
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#define OUTPUT_GAMMA 2.2
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2016-07-27 03:00:03 +10:00
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#define CRT_PASS CRTPass
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2016-07-21 12:01:53 +10:00
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void main()
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{
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#if BLOOM_ONLY
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2016-07-27 03:00:03 +10:00
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vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
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2016-07-21 12:01:53 +10:00
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#else
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2016-07-27 03:00:03 +10:00
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vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
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vec3 bloom = texture(Source, vTexCoord).rgb;
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2016-07-21 12:01:53 +10:00
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source += BLOOM_STRENGTH * bloom;
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#endif
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FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
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}
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