#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "params.inc" #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; layout(set = 0, binding = 3) uniform sampler2D Original; #include "frag_funcs.inc" void main() { vec4 bloom = vec4(0.); bloom.xyz = GaussBlur22(vTexCoord, Source, 16., 0., true).xyz * 2.5; bloom.w = GaussBlur22(vTexCoord, Source, 32 * global.fAnamFlareWideness, 0., false).w * 2.5; // to have anamflare texture (bloom.w) avoid vertical blur FragColor = bloom; }