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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) uniform texture2D uTex;
14layout(set = 0, binding = 1) uniform texture2D uTexBloom;
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// in / out
25
26layout (location = 0) in vec2 inUv;
27
28layout (location = 0) out vec4 outColor;
29
30///////////////////////////////////////////////////////////////////////////////
31// bloom combine
32// bloom parameters:
33// .x is thresholdHard, .y is thresholdSoft, .z is amountCoefficient, .w is dirtMaskCoefficient
34
35void main()
36{
37    const vec2 uv = inUv;
38    const vec3 baseColor = textureLod(sampler2D(uTex, uSampler), uv, 0).xyz;
39    // NOTE: more samples (lower resolution)
40    const vec3 bloomColor = textureLod(sampler2D(uTexBloom, uSampler), uv, 0).xyz;
41
42    vec3 finalColor = min(BloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE);
43    outColor = vec4(finalColor, 1.0);
44}
45