#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BLOOM_STRENGTH; float SOURCE_BOOST; } params; #pragma parameter BLOOM_STRENGTH "Bloom Strength" 0.45 0.0 1.0 0.01 #pragma parameter SOURCE_BOOST "Bloom Color Boost" 1.15 1.0 1.3 0.01 #define BLOOM_STRENGTH params.BLOOM_STRENGTH #define SOURCE_BOOST params.SOURCE_BOOST #define INV_OUTPUT_GAMMA (1.0 / 2.2) #define saturate(c) clamp(c, 0.0, 1.0) 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; } #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 CRT_PASS; void main() { vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb; vec3 bloom = texture(Source, vTexCoord).rgb; source += BLOOM_STRENGTH * bloom; FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0); }