#version 450 layout(push_constant) uniform Push { float BLOOM_STRENGTH; float OUTPUT_GAMMA; } param; #pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05 #pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 CRTPassSize; } 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 = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D CRTPass; // For debugging #define BLOOM_ONLY 0 #define CRT_PASS CRTPass void main() { #if BLOOM_ONLY vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb; #else vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb; vec3 bloom = texture(Source, vTexCoord).rgb; source += param.BLOOM_STRENGTH * bloom; #endif FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0); }