#version 450 #include "config.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out float vHALO_W; layout(location = 2) out vec3 vHALO_GAMMA; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vHALO_W = HALO_W / NEW_SCALEMOD_X; //Make it resolution independent. vHALO_GAMMA = vec3(HALO_GAMMA); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float vHALO_W; layout(location = 2) in vec3 vHALO_GAMMA; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 4) uniform sampler2D in_glow_pass; layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass; #include "includes/functions.include.slang" void main() { if (DO_HALO == 0.0 ) return; //Pass the right texture unchanged for tighter blurs: if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) { if (DO_IN_GLOW == 1.0) FragColor = texture(in_glow_pass, vTexCoord); else FragColor = texture(shift_and_bleed_pass, vTexCoord); return; } vec3 pixel_haloed; if (DO_IN_GLOW == 1.0) { //pixel_haloed = blur9_x(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W); pixel_haloed = blur9_x_gamma(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA); } else { pixel_haloed = blur9_x_gamma(shift_and_bleed_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA); } FragColor = vec4(pixel_haloed.rgb, 1.0); }