#version 450 /* Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Thanks to HunterK for the mipmap hint. :D */ layout(push_constant) uniform Push { uint FrameCount; vec4 SourceSize; float lsmooth; float sth; } params; #pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01 #define lsmooth params.lsmooth #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize #define TEX0 vTexCoord 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 * 1.0001; } #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 AvgLumPassFeedback; // Reference: http://www.compuphase.com/cmetric.htm // Reference: ScaleFX, author Sp00kyFox float dist(vec3 A, vec3 B) { float r = 0.5 * (A.r + B.r); vec3 d = A - B; vec3 c = vec3(2. + r, 4., 3. - r); return sqrt(dot(c*d, d)) / 3.; } void main() { float m = max(log2(SourceSize.x), log2(SourceSize.y)); m = floor(max(m, 1.0)); vec2 dx = vec2(1.0/SourceSize.x, 0.0); vec2 dy = vec2(0.0, 1.0/SourceSize.y); vec2 y2 = 2.0*dy; vec2 x2 = 2.0*dx; float ltotal = 0.0; ltotal+= length(textureLod(Source, vec2(0.25, 0.25), m).rgb); ltotal+= length(textureLod(Source, vec2(0.25, 0.75), m).rgb); ltotal+= length(textureLod(Source, vec2(0.75, 0.25), m).rgb); ltotal+= length(textureLod(Source, vec2(0.75, 0.75), m).rgb); ltotal*=0.25; ltotal = pow(0.577350269 * ltotal, 0.65); float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a; ltotal = mix(ltotal, lhistory, lsmooth); vec3 l1 = COMPAT_TEXTURE(Source, TEX0.xy ).rgb; vec3 r1 = COMPAT_TEXTURE(Source, TEX0.xy +dx ).rgb; vec3 l2 = COMPAT_TEXTURE(Source, TEX0.xy -dx ).rgb; vec3 r2 = COMPAT_TEXTURE(Source, TEX0.xy +x2 ).rgb; float c1 = dist(l2,l1); float c2 = dist(l1,r1); float c3 = dist(r2,r1); FragColor = vec4(c1,c2,c3,ltotal); }