#version 450 // Kuwase Blur // based on a shadertoy by Kubuxu // https://www.shadertoy.com/view/Xl3XW7 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float bloom_threshold; } params; #pragma parameter bloom_threshold "Glow Threshold" 0.0 0.0 1.0 0.05 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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec4 reSample(float d, vec2 uv, sampler2D decal) { vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw; vec4 color = vec4(0.); color += texture(decal, uv + step1) / 4.; color += texture(decal, uv - step1) / 4.; vec2 step2 = step1; step2.x = -step2.x; color += texture(decal, uv + step2) / 4.; color += texture(decal, uv - step2) / 4.; return color; } #include "../../misc/colorspace-tools.h" void main() { FragColor = vec4(YIQtoRGB(RGBtoYIQ(reSample(0., vTexCoord, Source).rgb) - vec3(params.bloom_threshold, 0.,0.)), 1.0); }