1#version 460 core 2#extension GL_ARB_separate_shader_objects : enable 3#extension GL_ARB_shading_language_420pack : enable 4 5// includes 6 7#include "common/bloom_common.h" 8 9// sets 10 11#include "render/shaders/common/render_post_process_layout_common.h" 12 13layout(set = 1, binding = 0) uniform texture2D uTex; 14layout(set = 1, binding = 1) uniform texture2D uInputColor; 15layout(set = 1, binding = 2) uniform sampler uSampler; 16 17// in / out 18 19layout(location = 0) in vec2 inUv; 20 21layout(location = 0) out vec4 outColor; 22 23/////////////////////////////////////////////////////////////////////////////// 24// bloom upscale 25 26void main() 27{ 28 const vec2 uv = inUv; 29 vec3 color = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler); 30 const vec3 baseColor = textureLod(sampler2D(uInputColor, uSampler), uv, 0).xyz; 31 const float scatter = uPc.factor.w; 32 color = min((baseColor + color * scatter), CORE_BLOOM_CLAMP_MAX_VALUE); 33 34 outColor = vec4(color, 1.0); 35} 36