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