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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 sampler uSampler;
16
17layout(push_constant, std430) uniform uPostProcessPushConstant
18{
19    LocalPostProcessPushConstantStruct uPc;
20};
21
22layout(constant_id = 0) const uint CORE_POST_PROCESS_FLAGS = 0;
23
24///////////////////////////////////////////////////////////////////////////////
25// bloom downscale
26
27#define cTgs 8
28
29layout(local_size_x = cTgs, local_size_y = cTgs, local_size_z = 1) in;
30void main()
31{
32    // texSizeInvTexSize needs to be the output resolution
33    const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
34
35    vec3 color = vec3(0.0);
36    if (uPc.factor.x == CORE_BLOOM_TYPE_NORMAL) {
37        if ((CORE_BLOOM_QUALITY_NORMAL & CORE_POST_PROCESS_FLAGS) == CORE_BLOOM_QUALITY_NORMAL) {
38            color = BloomDownscale9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
39        } else {
40            color = BloomDownscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
41        }
42    } else if (uPc.factor.x == CORE_BLOOM_TYPE_HORIZONTAL) {
43        color = BloomDownScaleHorizontal(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
44    } else if (uPc.factor.x == CORE_BLOOM_TYPE_VERTICAL) {
45        color = BloomDownScaleVertical(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
46    }
47
48    imageStore(uWoTex, ivec2(gl_GlobalInvocationID.xy), vec4(min(color, CORE_BLOOM_CLAMP_MAX_VALUE), 1.0));
49}
50