#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "params.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 Source; layout(set = 0, binding = 3) uniform sampler2D Original; layout(set = 0, binding = 4) uniform sampler2D SamplerBloom2; #include "frag_funcs.inc" void main() { vec4 bloom = vec4(0.0); const vec2 offset[8] = { vec2(0.707, 0.707), vec2(0.707, -0.707), vec2(-0.707, 0.707), vec2(-0.707, -0.707), vec2(0.0, 1.0), vec2(0.0, -1.0), vec2(1.0, 0.0), vec2(-1.0, 0.0) }; for (int i = 0; i < 8; i++) { vec2 bloomuv = offset[i] * PixelSize * 8.; bloomuv += vTexCoord.xy; bloom += textureLod(SamplerBloom2, vec2(bloomuv), 0.); } bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur FragColor = bloom; }