#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 PassOutputSize4; } 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 = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D PassOutput4; // For debugging #define BLOOM_ONLY 0 #define BLOOM_STRENGTH 0.45 #define OUTPUT_GAMMA 2.2 #define CRT_PASS PassOutput4 void main() { vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord); tex = (tex + 0.5) * global.PassOutputSize4.zw; #if BLOOM_ONLY vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb; #else /* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */ vec3 source = 1.15 * texture(CRT_PASS, tex).rgb; vec3 bloom = texture(Source, tex).rgb; source += BLOOM_STRENGTH * bloom; #endif FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0); }