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

44 lines
946 B
Plaintext
Raw Normal View History

2022-12-06 11:48:10 +11:00
#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 = 1) uniform sampler2D ntsc_pass;
2022-12-06 11:48:10 +11:00
#include "includes/functions.include.slang"
#include "includes/blooms.include.slang"
2022-12-06 11:48:10 +11:00
void main() {
if (DO_BLOOM == 0.0) return;
vec3 bloomed = bloom_gamma_power(
ntsc_pass,
2022-12-06 11:48:10 +11:00
vTexCoord,
params.OriginalSize,
vec2(BLOOM_SIZE),
BLOOM_QUALITY,
BLOOM_GAMMA, 1.0,
2022-12-06 11:48:10 +11:00
0.0,
0.0
);
bloomed = apply_fuzzy_main_pass(bloomed);
2022-12-06 11:48:10 +11:00
FragColor = vec4(bloomed, 1.0);
}