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use feedback in crt-guest to smooth bloom transitions
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@ -29,8 +29,11 @@ layout(push_constant) uniform Push
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vec4 OutputSize;
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uint FrameCount;
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float grade;
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float mixfactor;
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} params;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
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#pragma parameter grade "Blooming grade" 0.70 0.10 1.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -53,12 +56,17 @@ void main()
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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 PassFeedback3;
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void main()
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{
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float mip_level = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
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vec4 current = pow(textureLod(Source, vTexCoord, 8), vec4(2.2));
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vec4 fdback = pow(textureLod(PassFeedback3, vTexCoord, 8), vec4(2.2));
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vec4 mixed = (1.0 - params.mixfactor) * current + params.mixfactor * fdback;
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mixed = pow(mixed, vec4(1.0 / 2.2));
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float black_compensation = (params.SourceSize.x*params.SourceSize.y)/(params.SourceSize.x*params.SourceSize.y);
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float lum = length(textureLod(Source, vTexCoord.xy, mip_level).rgb * black_compensation);
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float lum = length(mixed.rgb * black_compensation);
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lum = lum * inversesqrt(3.0);
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FragColor = vec4(pow(lum, params.grade));
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}
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