#version 450 // Implementation based on the article "Efficient Gaussian blur with linear sampling" // http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ /* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BloomIntensity; } params; #pragma parameter BloomIntensity "BloomIntensity" 3.0 1.0 4.0 0.1 #define BloomIntensity params.BloomIntensity 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; void main() { vec4 color = texture(Source, vTexCoord); FragColor = vec4(color.rgb * pow (abs (max (color.r, max (color.g, color.b))), 2.0), 2.0f)*BloomIntensity; }