#version 450 #include "config.inc" #define pi 3.141592654 // Blur sizes must not depend on input resolution #define scalemod_x (global.in_glow_passSize.x/360.0) #define scalemod_y (global.in_glow_passSize.y/270.0) #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 vec2 vOutputCoord; void main() { gl_Position = global.MVP * Position; //vTexCoord = get_scaled_coords(TexCoord); vTexCoord = TexCoord; vOutputCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vOutputCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D FXAA_pass; layout(set = 0, binding = 3) uniform sampler2D first_pass; layout(set = 0, binding = 4) uniform sampler2D in_glow_pass; layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass; // What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times, // shamlessly hidden into an include: #include "includes/pixel_glows.include.slang" vec4 main_wrap(void) { //Halo vec3 pixel_haloed; vec2 halo_coords = vTexCoord; if (DO_IN_GLOW == 1.0) pixel_haloed = pixel_glow(in_glow_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb; else if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0) pixel_haloed = pixel_glow(shift_and_bleed_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, params.OutputSize, params.OutputSize).rgb; else if (DO_FXAA > 0.0) pixel_haloed = pixel_glow(FXAA_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb; else pixel_haloed = pixel_glow(first_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb; return vec4(pixel_haloed.rgb,1.0); } void main() { if (DO_HALO == 0.0 ) return; FragColor = main_wrap(); }