slang-shaders/bezel/koko-aio/shaders-ng/bloom_pass_1.slang

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#version 450
// This is one of several passes needed to cheaply emulate the bloom effect.
#include "config.inc"
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#include "includes/functions.include.slang"
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 vFuzzy_main_pass_stage_1;
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void main() {
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gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
//Get fuzzy mul and pow factor
vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 vFuzzy_main_pass_stage_1;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D colortools_and_ntsc_pass;
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//#include "includes/functions.include.slang"
#include "includes/blooms.include.slang"
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void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom_gamma_power(
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colortools_and_ntsc_pass,
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vTexCoord,
params.OriginalSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
BLOOM_GAMMA, 1.0,
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0.0,
0.0
);
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bloomed = apply_fuzzy_main_pass_stage_2(bloomed, vFuzzy_main_pass_stage_1);
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FragColor = vec4(bloomed, 1.0);
}