2019-01-11 16:26:23 +11:00
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#version 450
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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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} params;
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#include "params.inc"
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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2019-07-23 06:08:52 +10:00
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layout(set = 0, binding = 4) uniform sampler2D SamplerBloom2;
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2019-01-11 16:26:23 +11:00
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#include "frag_funcs.inc"
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void main()
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{
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vec4 bloom = vec4(0.0);
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const vec2 offset[8] = {
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vec2(0.707, 0.707),
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vec2(0.707, -0.707),
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vec2(-0.707, 0.707),
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vec2(-0.707, -0.707),
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vec2(0.0, 1.0),
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vec2(0.0, -1.0),
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vec2(1.0, 0.0),
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vec2(-1.0, 0.0)
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};
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for (int i = 0; i < 8; i++)
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{
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2019-07-23 06:08:52 +10:00
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vec2 bloomuv = offset[i] * PixelSize * 8.;
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2019-01-11 16:26:23 +11:00
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bloomuv += vTexCoord.xy;
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2019-07-23 06:08:52 +10:00
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bloom += textureLod(SamplerBloom2, vec2(bloomuv), 0.);
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2019-01-11 16:26:23 +11:00
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}
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2019-07-23 06:08:52 +10:00
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bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur
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2019-01-11 16:26:23 +11:00
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FragColor = bloom;
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}
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