slang-shaders/reshade/shaders/bloom/BloomPass2.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;
layout(set = 0, binding = 4) uniform sampler2D SamplerBloom2;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.0);
const vec2 offset[8] = {
vec2(0.707, 0.707),
vec2(0.707, -0.707),
vec2(-0.707, 0.707),
vec2(-0.707, -0.707),
vec2(0.0, 1.0),
vec2(0.0, -1.0),
vec2(1.0, 0.0),
vec2(-1.0, 0.0)
};
for (int i = 0; i < 8; i++)
{
vec2 bloomuv = offset[i] * PixelSize * 8.;
bloomuv += vTexCoord.xy;
bloom += textureLod(SamplerBloom2, vec2(bloomuv), 0.);
}
bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur
FragColor = bloom;
}