slang-shaders/bezel/koko-aio/shaders-ng/bloom_pass_3.slang

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.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;
#include "includes/functions.include.slang"
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#include "includes/blooms.include.slang"
#define offset 0.3926990816987242 //TAU/8.0/4.0*2.0
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void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom(
Source,
vTexCoord,
params.SourceSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
offset,
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0.0
);
FragColor = vec4(bloomed.rgb, 1.0); //FragColor = texture(Source,vTexCoord);
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}