#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; 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 main_pass; void main() { vec2 coords = vTexCoord; if (DO_BLOOM == 1) { if (DO_CURVATURE == 1.0) { if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) coords = Warp(vTexCoord,GEOM_WARP_X,GEOM_WARP_Y); } FragColor = texture(main_pass,coords); return; } else { //No bloom requested return; } }