#version 450 layout(push_constant) uniform Push { float GLOW_WHITEPOINT; float GLOW_ROLLOFF; } params; #pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02 #pragma parameter GLOW_ROLLOFF "Glow Rolloff" 3.0 1.2 6.0 0.1 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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 #pragma format R8G8B8A8_SRGB layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 color = 1.15 * texture(Source, vTexCoord).rgb; vec3 factor = clamp(color / params.GLOW_WHITEPOINT, 0.0, 1.0); FragColor = vec4(pow(factor, vec3(params.GLOW_ROLLOFF)), 1.0); }