#version 450 /* Gaussian blur - horizontal pass, dynamic range, resizable Copyright (C) 2020-2023 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 LinearizePassSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SIZEH; float SIGMA_H; float m_glow; float m_glow_cutoff; float m_glow_low; float m_glow_high; float m_glow_dist; float m_glow_mask; } params; #pragma parameter bogus_mglow "[ MAGIC GLOW SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter m_glow " Ordinary Glow / Magic Glow" 0.0 0.0 1.0 1.0 #define m_glow params.m_glow #pragma parameter m_glow_cutoff " Magic Glow Cutoff" 0.12 0.0 0.4 0.01 #define m_glow_cutoff params.m_glow_cutoff #pragma parameter m_glow_low " Magic Glow Low Strength" 0.35 0.0 7.0 0.05 #pragma parameter m_glow_high " Magic Glow High Strength" 5.0 0.0 7.0 0.10 #pragma parameter m_glow_dist " Magic Glow Distribution" 1.0 0.20 4.0 0.05 #pragma parameter m_glow_mask " Magic Glow Mask Strength" 1.0 0.0 2.0 0.025 #pragma parameter bogus_glow "[ GLOW PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter SIZEH " Horizontal Glow Radius" 6.0 1.0 50.0 1.0 #define SIZEH params.SIZEH #pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.05 #define SIGMA_H params.SIGMA_H layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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 LinearizePass; #define COMPAT_TEXTURE(c,d) texture(c,d) float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H); float gaussian(float x) { return exp(-x*x*invsqrsigma); } vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } void main() { vec4 SourceSize1 = params.OriginalSize; float f = fract(SourceSize1.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; vec3 color = vec3(0.0); vec2 dx = vec2(SourceSize1.z, 0.0); float w; float wsum = 0.0; vec3 pixel; float n = -SIZEH; do { pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; if (m_glow > 0.5) { pixel = max(pixel-m_glow_cutoff, 0.0); pixel = plant(pixel, max(max(max(pixel.r,pixel.g),pixel.b)-m_glow_cutoff,0.0)); } w = gaussian(n+f); color = color + w * pixel; wsum = wsum + w; n = n + 1.0; } while (n <= SIZEH); color = color / wsum; FragColor = vec4(color, 1.0); }