#version 450 /* Average Luminance Shader Copyright (C) 2018 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Thanks to HunterK for the mipmap hint. :D */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float grade; } params; #pragma parameter grade "Raster Bloom Grade" 0.65 0.10 1.0 0.05 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; void main() { float xtotal = floor(params.SourceSize.x/32.0); float ytotal = floor(params.SourceSize.y/32.0); float ltotal = 0.0; vec2 dx = vec2(params.SourceSize.z, 0.0)*32.0; vec2 dy = vec2(0.0, params.SourceSize.w)*32.0; for (float i = 0.0; i <= xtotal; i++) { for (float j = 0.0; j <= ytotal; j++) { ltotal += length(textureLod(Source, i*dx + j*dy, 5.0).rgb); } } ltotal = inversesqrt(3.0)*ltotal / ((xtotal+1.0)*(ytotal+1.0)); FragColor = vec4(pow(ltotal, params.grade)); }