#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "params.inc" #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; layout(set = 0, binding = 3) uniform sampler2D Original; #include "frag_funcs.inc" void main() { vec4 bloom = vec4(0.); vec4 tempbloom = vec4(0.); vec2 bloomuv = vec2(0.); const vec2 offset[4] = { vec2(1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0), vec2(-1.0, -1.0) }; for (int i = 0; i < 4; i++) { bloomuv = offset[i] * PixelSize * 2.; bloomuv += vTexCoord.xy; tempbloom = textureLod(BackBuffer, vec2(bloomuv.xy), 0.); tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold); tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold)); bloom += tempbloom; } bloom *= 0.25; FragColor = bloom; }