#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float GlowLevel; float GlowTightness; } params; #pragma parameter GlowLevel "Glow Level" 1.0 0.0 1.0 0.1 #pragma parameter GlowTightness "Glow Tightness" 0.5 0.0 1.0 0.1 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 candy_ref; void main() { vec3 Picture = texture(Source, vTexCoord).xyz; float MaxRGB = max(Picture.x, max(Picture.y, Picture.z)); float MinRGB = min(Picture.x, min(Picture.y, Picture.z)); float YIQLuminance = ((0.299*Picture.x) + (0.587*Picture.y) + (0.114*Picture.z)); Picture /= MaxRGB; Picture = clamp(Picture,0.0,1.0); FragColor = vec4(mix(texture(candy_ref, vTexCoord).xyz, Picture, mix(1.-pow(1.-YIQLuminance,2.0),YIQLuminance*YIQLuminance,params.GlowTightness)*params.GlowLevel),1.0); }