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 sampler uSampler;
16
17///////////////////////////////////////////////////////////////////////////////
18// bloom downscale
19
20#define cTgs 8
21
22layout(local_size_x = cTgs, local_size_y = cTgs, local_size_z = 1) in;
23void main()
24{
25    // texSizeInvTexSize needs to be the output resolution
26    const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
27
28    vec3 color = vec3(0.0);
29    if ((CORE_BLOOM_QUALITY_NORMAL & CORE_POST_PROCESS_FLAGS) == CORE_BLOOM_QUALITY_NORMAL) {
30        color = bloomDownscale9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
31    } else {
32        color = bloomDownscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
33    }
34
35    imageStore(uWoTex, ivec2(gl_GlobalInvocationID.xy), vec4(min(color, CORE_BLOOM_CLAMP_MAX_VALUE), 1.0));
36}
37