#version 450 #include "config.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out float vHALO_H; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vHALO_H = HALO_H / NEW_SCALEMOD_Y; //Make it resolution independent. } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float vHALO_H; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #include "includes/functions.include.slang" void main() { if (DO_HALO == 0.0 ) return; vec3 pixel_haloed; //apply just gamma and power for tighter blurs and exit: if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) { FragColor = vec4( glow_dumb(Source, HALO_POWER, HALO_GAMMA, vTexCoord), 1.0); return; } pixel_haloed = blur9_y(Source, vTexCoord, global.first_passSize.xy, vHALO_H) * HALO_POWER; FragColor = vec4(pixel_haloed.rgb,1.0); }