2019-01-09 09:21:34 +11:00
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#version 450
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// Higher value, more centered glow.
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// Lower values might need more taps.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float TAPSV;
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float GLOW_FALLOFF_V;
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} params;
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2019-01-29 03:49:52 +11:00
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#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0
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#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.30 0.0 1.0 0.01
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2019-01-09 09:21:34 +11:00
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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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} 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 = 2) uniform sampler2D Source;
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#define kernel(x) exp(-params.GLOW_FALLOFF_V * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dy = params.SourceSize.w;
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float k_total = 0.;
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for (float i = -params.TAPSV; i <= params.TAPSV; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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