mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
57 lines
1.3 KiB
Plaintext
57 lines
1.3 KiB
Plaintext
|
#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;
|
||
|
}
|