#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 SIZEHB; float SIGMA_HB; float BLOOMCUT_H; float FINE_BLOOM; } params; #pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0 #define FINE_BLOOM params.FINE_BLOOM #pragma parameter SIZEHB " Horizontal Bloom/Halation Radius" 3.0 1.0 50.0 1.0 #define SIZEHB params.SIZEHB #pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.75 0.25 15.0 0.025 #define SIGMA_HB params.SIGMA_HB #pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 -0.5 0.5 0.05 #define BLOOMCUT_H params.BLOOMCUT_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_HB*SIGMA_HB); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec4 SourceSize1 = params.OriginalSize * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0)); float f = fract(SourceSize1.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; vec4 color = vec4(0.0); vec2 dx = vec2(SourceSize1.z, 0.0); float w; float wsum = 0.0; vec4 pixel; float n = -SIZEHB; do { pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx); w = gaussian(n+f); w = (BLOOMCUT_H >= 0.0) ? max(w - BLOOMCUT_H, 0.0) : (max(w + BLOOMCUT_H, 0.0)/(1.0 + BLOOMCUT_H)); pixel.a = max(max(pixel.r, pixel.g),pixel.b); pixel.a*=pixel.a*pixel.a; color = color + w * pixel; wsum = wsum + w; n = n + 1.0; } while (n <= SIZEHB); color = color / wsum; FragColor = vec4(color.rgb, pow(color.a, 0.333333)); }