slang-shaders/reshade/shaders/bloom/BloomPass3.slang

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#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;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = GaussBlur22(vTexCoord.xy, Source, 16., 0., false);
bloom.w *= global.fAnamFlareAmount;
bloom.xyz *= global.fBloomAmount;
FragColor = bloom;
}