#version 450 // This is one of several passes needed to cheaply emulate the bloom effect. #include "config.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; #include "includes/functions.include.slang" #include "includes/blooms.include.slang" #define offset 0.1963495408493621 // TAU/8.0/4.0*1.0 void main() { if (DO_BLOOM == 0.0) return; vec3 bloomed = bloom( Source, vTexCoord, params.SourceSize, vec2(BLOOM_SIZE), BLOOM_QUALITY, offset, 0.0 ); FragColor = vec4(bloomed.rgb, 1.0); //FragColor = texture(Source, vTexCoord); }