#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #define gamma 2.4 #define shine 0.05 #define blend 0.65 /* Author: Themaister License: Public domain */ #define TEX(coord) texture(Source, vTexCoord).rgb float dist(vec2 coord, vec2 source) { vec2 delta = coord - source; return sqrt(dot(delta, delta)); } float color_bloom(vec3 color) { const vec3 gray_coeff = vec3(0.30, 0.59, 0.11); float bright = dot(color, gray_coeff); return mix(1.0 + shine, 1.0 - shine, bright); } vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color) { vec2 offset = vec2(offset_x, offset_y); float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5)); return color * exp(-gamma * delta * color_bloom(color)); } #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 vec4 c00_10; layout(location = 2) out vec4 c00_01; layout(location = 3) out vec4 c20_01; layout(location = 4) out vec4 c21_02; layout(location = 5) out vec4 c12_22; layout(location = 6) out vec2 c11; layout(location = 7) out vec2 pixel_no; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; float dx = global.SourceSize.z; float dy = global.SourceSize.w; c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy)); c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0)); c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy)); c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy)); c11 = vTexCoord; pixel_no = vTexCoord * global.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 c00_10; layout(location = 2) in vec4 c00_01; layout(location = 3) in vec4 c20_01; layout(location = 4) in vec4 c21_02; layout(location = 5) in vec4 c12_22; layout(location = 6) in vec2 c11; layout(location = 7) in vec2 pixel_no; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11)); vec3 color = vec3(0.0, 0.0, 0.0); color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy)); color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw)); color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy)); color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw)); color += mid_color; color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy)); color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw)); color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy)); color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw)); vec3 out_color = mix(1.2 * mid_color, color, blend); FragColor = vec4(out_color, 1.0); }