mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
39 lines
1 KiB
Plaintext
39 lines
1 KiB
Plaintext
#version 450
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#include "config.inc"
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#include "includes/functions.include.slang"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 2) out vec3 vHALO_GAMMA;
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layout(location = 3) out float vHALO_UNGAIN_FACTOR;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vHALO_GAMMA = vec3(HALO_GAMMA);
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vHALO_UNGAIN_FACTOR = get_halo_ungain_factor();
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 2) in vec3 vHALO_GAMMA;
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layout(location = 3) in float vHALO_UNGAIN_FACTOR;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
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void main() {
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if (DO_HALO == 0.0 ) return;
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vec3 pixel_haloed = texture(in_glow_pass, vTexCoord).rgb;
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if (HALO_NO_PREGAIN == 1.0) pixel_haloed/= vHALO_UNGAIN_FACTOR;
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pixel_haloed = pow(pixel_haloed, vHALO_GAMMA);
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FragColor = vec4(pixel_haloed.rgb, 1.0);
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}
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