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 "render/shaders/common/render_post_process_structs_common.h" 8 9#include "common/bloom_common.h" 10 11// sets 12 13layout(set = 0, binding = 0, rgba16f/*r11f_g11f_b10f*/) uniform writeonly image2D uWoTex; 14layout(set = 0, binding = 1) uniform texture2D uTex; 15layout(set = 0, binding = 2) uniform texture2D uTexBloom; 16layout(set = 0, binding = 3) uniform sampler uSampler; 17 18layout(push_constant, std430) uniform uPostProcessPushConstant 19{ 20 LocalPostProcessPushConstantStruct uPc; 21}; 22 23layout(constant_id = 0) const uint CORE_POST_PROCESS_FLAGS = 0; 24 25/////////////////////////////////////////////////////////////////////////////// 26// bloom combine 27 28#define cTgs 8 29 30layout(local_size_x = cTgs, local_size_y = cTgs, local_size_z = 1) in; 31void main() 32{ 33 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw; 34 const vec3 baseColor = textureLod(sampler2D(uTex, uSampler), uv, 0).xyz; 35 // NOTE: more samples (lower resolution) 36 //const vec3 bloomColor = textureLod(sampler2D(uTexBloom, uSampler), uv, 0).xyz; 37 const vec3 bloomColor = BloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTexBloom, uSampler); 38 39 vec3 finalColor = min(BloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE); 40 //finalColor = bloomColor; 41 imageStore(uWoTex, ivec2(gl_GlobalInvocationID.xy), vec4(finalColor, 1.0)); 42} 43