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