#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float TAPSV; float GLOW_FALLOFF_V; } params; // Higher value, more centered glow. // Lower values might need more taps. // Parameter lines go here: #pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0 #define TAPSV params.TAPSV #pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.30 0.00 1.0 0.01 #define GLOW_FALLOFF_V params.GLOW_FALLOFF_V 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 Source; #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize #define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x)) void main() { vec3 col = vec3(0.0); float dy = SourceSize.w; float k_total = 0.; for (float i = -TAPSV; i <= TAPSV; i++) { float k = kernel(i); k_total += k; col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb; } FragColor = vec4(col / k_total, 1.0); }