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https://github.com/italicsjenga/slang-shaders.git
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45 lines
1.2 KiB
Plaintext
Executable file
45 lines
1.2 KiB
Plaintext
Executable file
#version 450
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// Implementation based on the article "Efficient Gaussian blur with linear sampling"
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// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be
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found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float BloomIntensity;
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} params;
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#pragma parameter BloomIntensity "BloomIntensity" 3.0 1.0 4.0 0.1
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#define BloomIntensity params.BloomIntensity
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 color = texture(Source, vTexCoord);
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FragColor = vec4(color.rgb * pow (abs (max (color.r, max (color.g, color.b))), 2.0), 2.0f)*BloomIntensity;
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} |