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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