#version 450 // This is one of several passes needed to cheaply emulate the bloom effect. #include "config.inc" #include "includes/functions.include.slang" #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 vec2 vFuzzy_main_pass_stage_1; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; //Get fuzzy mul and pow factor vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1(); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vFuzzy_main_pass_stage_1; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D colortools_and_ntsc_pass; //#include "includes/functions.include.slang" #include "includes/blooms.include.slang" void main() { if (DO_BLOOM == 0.0) return; vec3 bloomed = bloom_gamma_power( colortools_and_ntsc_pass, vTexCoord, params.OriginalSize, vec2(BLOOM_SIZE), BLOOM_QUALITY, BLOOM_GAMMA, 1.0, 0.0, 0.0 ); bloomed = apply_fuzzy_main_pass_stage_2(bloomed, vFuzzy_main_pass_stage_1); FragColor = vec4(bloomed, 1.0); }