#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float trail_bright; } params; #pragma parameter trail_bright "Phos. Trail Brightness" 0.25 0.0 1.0 0.01 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; mat3 yiq_mat = mat3( 0.2989, 0.5959, 0.2115, 0.5870, -0.2744, -0.5229, 0.1140, -0.3216, 0.3114 ); #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 glow_trails_refpass; void main() { vec4 trails = texture(Source, vTexCoord).rgba; vec4 current = pow(texture(glow_trails_refpass, vTexCoord).rgba, vec4(2.2)); FragColor = vec4(pow(current + vec4(clamp(trails.r - current.r, 0.0, 1.0) * params.trail_bright), vec4(1.0 / 2.2))); }