#version 450 /* Average Luminance Shader Copyright (C) 2018-2020 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. Thanks to HunterK for the mipmap hint. :D */ layout(push_constant) uniform Push { uint FrameCount; vec4 SourceSize; float lsmooth; } params; #pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.90 0.50 0.99 0.01 #define lsmooth params.lsmooth #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize #define InputSize SourceSize #define TEX0 vTexCoord 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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback; #define PassPrev2Texture WhitePointPass void main() { if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard; float m = max(log2(SourceSize.x), log2(SourceSize.y)); m = max(m - 1.0, 1.0); float ltotal = 0.0; ltotal+= max(0.0, length(textureLod(Source, vec2(0.25, 0.25), m).rgb)); ltotal+= max(0.0, length(textureLod(Source, vec2(0.25, 0.75), m).rgb)); ltotal+= max(0.0, length(textureLod(Source, vec2(0.75, 0.25), m).rgb)); ltotal+= max(0.0, length(textureLod(Source, vec2(0.75, 0.75), m).rgb)); ltotal*=0.25; ltotal = pow(0.577350269 * ltotal, 0.6); float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a; ltotal = mix(ltotal, lhistory, lsmooth); FragColor = vec4(ltotal); }