#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float screen_combine; float haze_strength; } params; #pragma parameter screen_combine "Screen Combine" 0.0 0.0 1.0 1.0 #pragma parameter haze_strength "Haze Strength" 0.5 0.0 1.0 0.05 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; layout(set = 0, binding = 3) uniform sampler2D PASS1; void main() { vec4 blurred = pow(texture(Source, vTexCoord), vec4(2.2)); vec4 unblurred = pow(texture(PASS1, vTexCoord), vec4(2.2)); vec4 dark = vec4(pow(mix(unblurred, blurred, params.haze_strength), vec4(1.0 / 2.2)));//vec4(pow((unblurred + blurred) / 2.0, vec4(1.0 / 2.2))); vec4 bright = vec4(pow(vec4(1.0) - (vec4(1.0) - unblurred) * (vec4(1.0) - blurred), vec4(1.0 / 2.2))); FragColor = (params.screen_combine < 0.5) ? dark : bright; }