#version 450 #include "config.inc" #include "includes/functions.include.slang" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 2) out vec3 vHALO_GAMMA; layout(location = 3) out float vHALO_UNGAIN_FACTOR; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vHALO_GAMMA = vec3(HALO_GAMMA); vHALO_UNGAIN_FACTOR = get_halo_ungain_factor(); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 2) in vec3 vHALO_GAMMA; layout(location = 3) in float vHALO_UNGAIN_FACTOR; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 4) uniform sampler2D in_glow_pass; void main() { if (DO_HALO == 0.0 ) return; vec3 pixel_haloed = texture(in_glow_pass, vTexCoord).rgb; if (HALO_NO_PREGAIN == 1.0) pixel_haloed/= vHALO_UNGAIN_FACTOR; pixel_haloed = pow(pixel_haloed, vHALO_GAMMA); FragColor = vec4(pixel_haloed.rgb, 1.0); }